starting build "7e0c3bba-dfb2-4c94-ac01-7c041d331e02" FETCHSOURCE BUILD Starting Step #0 Step #0: Already have image (with digest): gcr.io/cloud-builders/git Step #0: Cloning into 'oss-fuzz'... Finished Step #0 Starting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388" Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Already have image (with digest): gcr.io/cloud-builders/docker Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Sending build context to Docker daemon 9.216kB Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Step 1/5 : FROM gcr.io/oss-fuzz-base/base-builder Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": latest: Pulling from oss-fuzz-base/base-builder Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b549f31133a9: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b880dc731500: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 82041dc1a4fa: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 04b76f7cd96d: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fa579f83bc7d: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fe5bdcfddebe: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 71c80bdeaec9: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0754d8a56012: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 723e414dadd7: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 53113f4ad526: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fc6bda1704aa: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 349fc320bd50: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c24213376e70: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a52c4b712ad4: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": e54e961114cf: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": eec8cabe327b: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 561e2e49f924: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0d535df7fe34: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a2cff97ef91a: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": cc9147cf8d09: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a6c1b0cb7a93: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2cb6b8fa74c4: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2637bf5d1a33: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 693d62192859: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 28a3979027aa: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dbcaf5522a5e: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": d9f90f19b915: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": afa9e32e6d33: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 42d2ef0af396: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 21ef0f851d8c: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fd2a862ad38c: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 3cc37bc8d6fe: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 7677dd7601c9: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 292e28b8283e: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 12423f642b7b: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dc372bc84b0d: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c4d0e60f59d1: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 13cd037adbd1: Pulling fs layer Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0d535df7fe34: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a2cff97ef91a: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 21ef0f851d8c: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fd2a862ad38c: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 3cc37bc8d6fe: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 7677dd7601c9: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": cc9147cf8d09: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 292e28b8283e: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 12423f642b7b: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dc372bc84b0d: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a6c1b0cb7a93: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2cb6b8fa74c4: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c4d0e60f59d1: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 13cd037adbd1: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2637bf5d1a33: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 693d62192859: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 28a3979027aa: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dbcaf5522a5e: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": d9f90f19b915: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 42d2ef0af396: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": afa9e32e6d33: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 723e414dadd7: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 349fc320bd50: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": eec8cabe327b: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 71c80bdeaec9: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0754d8a56012: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c24213376e70: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 53113f4ad526: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fc6bda1704aa: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 561e2e49f924: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a52c4b712ad4: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": e54e961114cf: Waiting Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 82041dc1a4fa: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 82041dc1a4fa: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fa579f83bc7d: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0754d8a56012: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 71c80bdeaec9: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 71c80bdeaec9: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b549f31133a9: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b549f31133a9: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fc6bda1704aa: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fc6bda1704aa: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 04b76f7cd96d: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 04b76f7cd96d: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 349fc320bd50: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 349fc320bd50: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c24213376e70: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c24213376e70: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a52c4b712ad4: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": e54e961114cf: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": e54e961114cf: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": eec8cabe327b: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": eec8cabe327b: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 53113f4ad526: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 53113f4ad526: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b880dc731500: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b880dc731500: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0d535df7fe34: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0d535df7fe34: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a2cff97ef91a: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a2cff97ef91a: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 561e2e49f924: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 561e2e49f924: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": cc9147cf8d09: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": cc9147cf8d09: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a6c1b0cb7a93: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a6c1b0cb7a93: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2cb6b8fa74c4: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2cb6b8fa74c4: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2637bf5d1a33: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2637bf5d1a33: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 28a3979027aa: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 28a3979027aa: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 693d62192859: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 693d62192859: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": d9f90f19b915: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": afa9e32e6d33: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": afa9e32e6d33: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b549f31133a9: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 42d2ef0af396: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 42d2ef0af396: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fd2a862ad38c: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 3cc37bc8d6fe: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 7677dd7601c9: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 7677dd7601c9: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 21ef0f851d8c: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 21ef0f851d8c: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 292e28b8283e: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 292e28b8283e: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 12423f642b7b: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dc372bc84b0d: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dc372bc84b0d: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 723e414dadd7: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 723e414dadd7: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c4d0e60f59d1: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c4d0e60f59d1: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 13cd037adbd1: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 13cd037adbd1: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fe5bdcfddebe: Verifying Checksum Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fe5bdcfddebe: Download complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": b880dc731500: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 82041dc1a4fa: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 04b76f7cd96d: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fa579f83bc7d: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fe5bdcfddebe: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 71c80bdeaec9: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0754d8a56012: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 723e414dadd7: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 53113f4ad526: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fc6bda1704aa: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 349fc320bd50: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c24213376e70: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a52c4b712ad4: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": e54e961114cf: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": eec8cabe327b: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 561e2e49f924: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0d535df7fe34: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a2cff97ef91a: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": cc9147cf8d09: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": a6c1b0cb7a93: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2cb6b8fa74c4: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 2637bf5d1a33: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 693d62192859: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 28a3979027aa: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dbcaf5522a5e: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": d9f90f19b915: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": afa9e32e6d33: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 42d2ef0af396: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 21ef0f851d8c: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": fd2a862ad38c: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 3cc37bc8d6fe: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 7677dd7601c9: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 292e28b8283e: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 12423f642b7b: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": dc372bc84b0d: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": c4d0e60f59d1: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 13cd037adbd1: Pull complete Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Digest: sha256:17577aa2fe7890132ccb9b77d973994084757f6609989df1da9380a5afcb2875 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Status: Downloaded newer image for gcr.io/oss-fuzz-base/base-builder:latest Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> b1f32f5878be Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Step 2/5 : RUN apt-get update && apt-get install -y python-is-python3 build-essential autoconf automake libtool pkg-config Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> Running in 53cabd9db350 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Hit:1 http://security.ubuntu.com/ubuntu focal-security InRelease Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Hit:2 http://archive.ubuntu.com/ubuntu focal InRelease Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Hit:3 http://archive.ubuntu.com/ubuntu focal-updates InRelease Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Hit:4 http://archive.ubuntu.com/ubuntu focal-backports InRelease Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Reading package lists... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Reading package lists... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Building dependency tree... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Reading state information... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": build-essential is already the newest version (12.8ubuntu1.1). Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": The following additional packages will be installed: Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": file libglib2.0-0 libglib2.0-data libicu66 libltdl-dev libltdl7 libmagic-mgc Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": libmagic1 libmpdec2 libpython3-stdlib libpython3.8-minimal Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": libpython3.8-stdlib libxml2 mime-support python3 python3-minimal python3.8 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": python3.8-minimal shared-mime-info xdg-user-dirs Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Suggested packages: Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": autoconf-archive gnu-standards autoconf-doc gettext libtool-doc gfortran Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": | fortran95-compiler gcj-jdk python3-doc python3-tk python3-venv Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": python3.8-venv python3.8-doc binfmt-support Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": The following NEW packages will be installed: Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": autoconf automake file libglib2.0-0 libglib2.0-data libicu66 libltdl-dev Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": libltdl7 libmagic-mgc libmagic1 libmpdec2 libpython3-stdlib Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": libpython3.8-minimal libpython3.8-stdlib libtool libxml2 mime-support Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": pkg-config python-is-python3 python3 python3-minimal python3.8 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": python3.8-minimal shared-mime-info xdg-user-dirs Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": 0 upgraded, 25 newly installed, 0 to remove and 0 not upgraded. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Need to get 17.4 MB of archives. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": After this operation, 75.3 MB of additional disk space will be used. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:1 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 libpython3.8-minimal amd64 3.8.10-0ubuntu1~20.04.18 [721 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:2 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 python3.8-minimal amd64 3.8.10-0ubuntu1~20.04.18 [1900 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:3 http://archive.ubuntu.com/ubuntu focal/main amd64 python3-minimal amd64 3.8.2-0ubuntu2 [23.6 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:4 http://archive.ubuntu.com/ubuntu focal/main amd64 mime-support all 3.64ubuntu1 [30.6 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:5 http://archive.ubuntu.com/ubuntu focal/main amd64 libmpdec2 amd64 2.4.2-3 [81.1 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:6 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 libpython3.8-stdlib amd64 3.8.10-0ubuntu1~20.04.18 [1676 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:7 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 python3.8 amd64 3.8.10-0ubuntu1~20.04.18 [387 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:8 http://archive.ubuntu.com/ubuntu focal/main amd64 libpython3-stdlib amd64 3.8.2-0ubuntu2 [7068 B] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:9 http://archive.ubuntu.com/ubuntu focal/main amd64 python3 amd64 3.8.2-0ubuntu2 [47.6 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:10 http://archive.ubuntu.com/ubuntu focal/main amd64 libmagic-mgc amd64 1:5.38-4 [218 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:11 http://archive.ubuntu.com/ubuntu focal/main amd64 libmagic1 amd64 1:5.38-4 [75.9 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:12 http://archive.ubuntu.com/ubuntu focal/main amd64 file amd64 1:5.38-4 [23.3 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:13 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 libglib2.0-0 amd64 2.64.6-1~ubuntu20.04.9 [1290 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:14 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 libglib2.0-data all 2.64.6-1~ubuntu20.04.9 [5836 B] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:15 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 libicu66 amd64 66.1-2ubuntu2.1 [8515 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:16 http://archive.ubuntu.com/ubuntu focal-updates/main amd64 libxml2 amd64 2.9.10+dfsg-5ubuntu0.20.04.10 [640 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:17 http://archive.ubuntu.com/ubuntu focal/main amd64 shared-mime-info amd64 1.15-1 [430 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:18 http://archive.ubuntu.com/ubuntu focal/main amd64 xdg-user-dirs amd64 0.17-2ubuntu1 [48.3 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:19 http://archive.ubuntu.com/ubuntu focal/main amd64 autoconf all 2.69-11.1 [321 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:20 http://archive.ubuntu.com/ubuntu focal/main amd64 automake all 1:1.16.1-4ubuntu6 [522 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:21 http://archive.ubuntu.com/ubuntu focal/main amd64 libltdl7 amd64 2.4.6-14 [38.5 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:22 http://archive.ubuntu.com/ubuntu focal/main amd64 libltdl-dev amd64 2.4.6-14 [162 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:23 http://archive.ubuntu.com/ubuntu focal/main amd64 libtool all 2.4.6-14 [161 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:24 http://archive.ubuntu.com/ubuntu focal/main amd64 pkg-config amd64 0.29.1-0ubuntu4 [45.5 kB] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Get:25 http://archive.ubuntu.com/ubuntu focal/main amd64 python-is-python3 all 3.8.2-4 [2364 B] Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": debconf: delaying package configuration, since apt-utils is not installed Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Fetched 17.4 MB in 2s (8177 kB/s) Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libpython3.8-minimal:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 17483 files and directories currently installed.) Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../libpython3.8-minimal_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libpython3.8-minimal:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package python3.8-minimal. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../python3.8-minimal_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking python3.8-minimal (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libpython3.8-minimal:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up python3.8-minimal (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package python3-minimal. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 17766 files and directories currently installed.) Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../0-python3-minimal_3.8.2-0ubuntu2_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking python3-minimal (3.8.2-0ubuntu2) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package mime-support. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../1-mime-support_3.64ubuntu1_all.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking mime-support (3.64ubuntu1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libmpdec2:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../2-libmpdec2_2.4.2-3_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libmpdec2:amd64 (2.4.2-3) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libpython3.8-stdlib:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../3-libpython3.8-stdlib_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libpython3.8-stdlib:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package python3.8. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../4-python3.8_3.8.10-0ubuntu1~20.04.18_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking python3.8 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libpython3-stdlib:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../5-libpython3-stdlib_3.8.2-0ubuntu2_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libpython3-stdlib:amd64 (3.8.2-0ubuntu2) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up python3-minimal (3.8.2-0ubuntu2) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package python3. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 18168 files and directories currently installed.) Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../00-python3_3.8.2-0ubuntu2_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking python3 (3.8.2-0ubuntu2) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libmagic-mgc. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../01-libmagic-mgc_1%3a5.38-4_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libmagic-mgc (1:5.38-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libmagic1:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../02-libmagic1_1%3a5.38-4_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libmagic1:amd64 (1:5.38-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package file. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../03-file_1%3a5.38-4_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking file (1:5.38-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libglib2.0-0:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../04-libglib2.0-0_2.64.6-1~ubuntu20.04.9_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libglib2.0-0:amd64 (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libglib2.0-data. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../05-libglib2.0-data_2.64.6-1~ubuntu20.04.9_all.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libglib2.0-data (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libicu66:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../06-libicu66_66.1-2ubuntu2.1_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libicu66:amd64 (66.1-2ubuntu2.1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libxml2:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../07-libxml2_2.9.10+dfsg-5ubuntu0.20.04.10_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libxml2:amd64 (2.9.10+dfsg-5ubuntu0.20.04.10) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package shared-mime-info. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../08-shared-mime-info_1.15-1_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking shared-mime-info (1.15-1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package xdg-user-dirs. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../09-xdg-user-dirs_0.17-2ubuntu1_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking xdg-user-dirs (0.17-2ubuntu1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package autoconf. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../10-autoconf_2.69-11.1_all.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking autoconf (2.69-11.1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package automake. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../11-automake_1%3a1.16.1-4ubuntu6_all.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking automake (1:1.16.1-4ubuntu6) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libltdl7:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../12-libltdl7_2.4.6-14_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libltdl7:amd64 (2.4.6-14) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libltdl-dev:amd64. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../13-libltdl-dev_2.4.6-14_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libltdl-dev:amd64 (2.4.6-14) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package libtool. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../14-libtool_2.4.6-14_all.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking libtool (2.4.6-14) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package pkg-config. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../15-pkg-config_0.29.1-0ubuntu4_amd64.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking pkg-config (0.29.1-0ubuntu4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Selecting previously unselected package python-is-python3. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Preparing to unpack .../16-python-is-python3_3.8.2-4_all.deb ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Unpacking python-is-python3 (3.8.2-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up mime-support (3.64ubuntu1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up xdg-user-dirs (0.17-2ubuntu1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libmagic-mgc (1:5.38-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libglib2.0-0:amd64 (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": No schema files found: doing nothing. Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libicu66:amd64 (66.1-2ubuntu2.1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libmagic1:amd64 (1:5.38-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up file (1:5.38-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libglib2.0-data (2.64.6-1~ubuntu20.04.9) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up pkg-config (0.29.1-0ubuntu4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libltdl7:amd64 (2.4.6-14) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up autoconf (2.69-11.1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libmpdec2:amd64 (2.4.2-3) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libpython3.8-stdlib:amd64 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up python3.8 (3.8.10-0ubuntu1~20.04.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libxml2:amd64 (2.9.10+dfsg-5ubuntu0.20.04.10) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libpython3-stdlib:amd64 (3.8.2-0ubuntu2) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up automake (1:1.16.1-4ubuntu6) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": update-alternatives: using /usr/bin/automake-1.16 to provide /usr/bin/automake (automake) in auto mode Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": update-alternatives: warning: skip creation of /usr/share/man/man1/automake.1.gz because associated file /usr/share/man/man1/automake-1.16.1.gz (of link group automake) doesn't exist Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": update-alternatives: warning: skip creation of /usr/share/man/man1/aclocal.1.gz because associated file /usr/share/man/man1/aclocal-1.16.1.gz (of link group automake) doesn't exist Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libtool (2.4.6-14) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up python3 (3.8.2-0ubuntu2) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up libltdl-dev:amd64 (2.4.6-14) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up shared-mime-info (1.15-1) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Setting up python-is-python3 (3.8.2-4) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Processing triggers for libc-bin (2.31-0ubuntu9.18) ... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Removing intermediate container 53cabd9db350 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> a61524c4cf10 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Step 3/5 : RUN git clone https://github.com/khronosgroup/glslang glslang Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> Running in d117024720eb Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Cloning into 'glslang'... Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Removing intermediate container d117024720eb Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> 443c25254f4b Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Step 4/5 : COPY *_fuzzer.cc *.sh $SRC/ Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> 72189bb6bf70 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Step 5/5 : WORKDIR $SRC/glslang Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> Running in 3e8cb4f46123 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Removing intermediate container 3e8cb4f46123 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": ---> 1a4af6c9c489 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Successfully built 1a4af6c9c489 Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Successfully tagged gcr.io/oss-fuzz/glslang:latest Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388": Successfully tagged us-central1-docker.pkg.dev/oss-fuzz/unsafe/glslang:latest Finished Step #1 - "build-8498cc3a-cd70-46cf-a1a9-342b7b801388" Starting Step #2 - "srcmap" Step #2 - "srcmap": Already have image: gcr.io/oss-fuzz/glslang Step #2 - "srcmap": ++ tempfile Step #2 - "srcmap": + SRCMAP=/tmp/filesb7HSL Step #2 - "srcmap": + echo '{}' Step #2 - "srcmap": + PATHS_TO_SCAN=/src Step #2 - "srcmap": + [[ c++ == \g\o ]] Step #2 - "srcmap": ++ find /src -name .git -type d Step #2 - "srcmap": + for DOT_GIT_DIR in $(find $PATHS_TO_SCAN -name ".git" -type d) Step #2 - "srcmap": ++ dirname /src/glslang/.git Step #2 - "srcmap": + GIT_DIR=/src/glslang Step #2 - "srcmap": + cd /src/glslang Step #2 - "srcmap": ++ git config --get remote.origin.url Step #2 - "srcmap": + GIT_URL=https://github.com/khronosgroup/glslang Step #2 - "srcmap": ++ git rev-parse HEAD Step #2 - "srcmap": + GIT_REV=dffbc79733f63435ae24e73f64384f1374e0dda2 Step #2 - "srcmap": + jq_inplace /tmp/filesb7HSL '."/src/glslang" = { type: "git", url: "https://github.com/khronosgroup/glslang", rev: "dffbc79733f63435ae24e73f64384f1374e0dda2" }' Step #2 - "srcmap": ++ tempfile Step #2 - "srcmap": + F=/tmp/fileSkpYQb Step #2 - "srcmap": + cat /tmp/filesb7HSL Step #2 - "srcmap": + jq '."/src/glslang" = { type: "git", url: "https://github.com/khronosgroup/glslang", rev: "dffbc79733f63435ae24e73f64384f1374e0dda2" }' Step #2 - "srcmap": + mv /tmp/fileSkpYQb /tmp/filesb7HSL Step #2 - "srcmap": ++ find /src -name .svn -type d Step #2 - "srcmap": ++ find /src -name .hg -type d Step #2 - "srcmap": + '[' '' '!=' '' ']' Step #2 - "srcmap": + cat /tmp/filesb7HSL Step #2 - "srcmap": + rm /tmp/filesb7HSL Step #2 - "srcmap": { Step #2 - "srcmap": "/src/glslang": { Step #2 - "srcmap": "type": "git", Step #2 - "srcmap": "url": "https://github.com/khronosgroup/glslang", Step #2 - "srcmap": "rev": "dffbc79733f63435ae24e73f64384f1374e0dda2" Step #2 - "srcmap": } Step #2 - "srcmap": } Finished Step #2 - "srcmap" Starting Step #3 - "compile-libfuzzer-coverage-x86_64" Step #3 - "compile-libfuzzer-coverage-x86_64": Already have image (with digest): gcr.io/cloud-builders/docker Step #3 - "compile-libfuzzer-coverage-x86_64": --------------------------------------------------------------- Step #3 - "compile-libfuzzer-coverage-x86_64": vm.mmap_rnd_bits = 28 Step #3 - "compile-libfuzzer-coverage-x86_64": Compiling libFuzzer to /usr/lib/libFuzzingEngine.a... done. Step #3 - "compile-libfuzzer-coverage-x86_64": --------------------------------------------------------------- Step #3 - "compile-libfuzzer-coverage-x86_64": CC=clang Step #3 - "compile-libfuzzer-coverage-x86_64": CXX=clang++ Step #3 - "compile-libfuzzer-coverage-x86_64": CFLAGS=-O1 -fno-omit-frame-pointer -gline-tables-only -Wno-error=incompatible-function-pointer-types -Wno-error=int-conversion -Wno-error=deprecated-declarations -Wno-error=implicit-function-declaration -Wno-error=implicit-int -Wno-error=unknown-warning-option -Wno-error=vla-cxx-extension -DFUZZING_BUILD_MODE_UNSAFE_FOR_PRODUCTION -fprofile-instr-generate -fcoverage-mapping -pthread -Wl,--no-as-needed -Wl,-ldl -Wl,-lm -Wno-unused-command-line-argument Step #3 - "compile-libfuzzer-coverage-x86_64": CXXFLAGS=-O1 -fno-omit-frame-pointer -gline-tables-only -Wno-error=incompatible-function-pointer-types -Wno-error=int-conversion -Wno-error=deprecated-declarations -Wno-error=implicit-function-declaration -Wno-error=implicit-int -Wno-error=unknown-warning-option -Wno-error=vla-cxx-extension -DFUZZING_BUILD_MODE_UNSAFE_FOR_PRODUCTION -fprofile-instr-generate -fcoverage-mapping -pthread -Wl,--no-as-needed -Wl,-ldl -Wl,-lm -Wno-unused-command-line-argument -stdlib=libc++ Step #3 - "compile-libfuzzer-coverage-x86_64": RUSTFLAGS=--cfg fuzzing -Cdebuginfo=1 -Cforce-frame-pointers -Cinstrument-coverage -C link-arg=-lc++ Step #3 - "compile-libfuzzer-coverage-x86_64": --------------------------------------------------------------- Step #3 - "compile-libfuzzer-coverage-x86_64": + mkdir -p build Step #3 - "compile-libfuzzer-coverage-x86_64": + cd build Step #3 - "compile-libfuzzer-coverage-x86_64": + cmake -DCMAKE_BUILD_TYPE=Release -DGLSLANG_TESTS=ON -DCMAKE_VERBOSE_MAKEFILE=ON -DENABLE_OPT=0 ../ Step #3 - "compile-libfuzzer-coverage-x86_64": -- The C compiler identification is Clang 22.0.0 Step #3 - "compile-libfuzzer-coverage-x86_64": -- The CXX compiler identification is Clang 22.0.0 Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting C compiler ABI info Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting C compiler ABI info - done Step #3 - "compile-libfuzzer-coverage-x86_64": -- Check for working C compiler: /usr/local/bin/clang - skipped Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting C compile features Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting C compile features - done Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting CXX compiler ABI info Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting CXX compiler ABI info - done Step #3 - "compile-libfuzzer-coverage-x86_64": -- Check for working CXX compiler: /usr/local/bin/clang++ - skipped Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting CXX compile features Step #3 - "compile-libfuzzer-coverage-x86_64": -- Detecting CXX compile features - done Step #3 - "compile-libfuzzer-coverage-x86_64": -- Google Mock was not found - tests based on that will not build Step #3 - "compile-libfuzzer-coverage-x86_64": -- spirv-tools not linked - illegal SPIRV may be generated for HLSL Step #3 - "compile-libfuzzer-coverage-x86_64": -- Performing Test CMAKE_HAVE_LIBC_PTHREAD Step #3 - "compile-libfuzzer-coverage-x86_64": -- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success Step #3 - "compile-libfuzzer-coverage-x86_64": -- Found Threads: TRUE Step #3 - "compile-libfuzzer-coverage-x86_64": -- Found Python3: /usr/local/bin/python3.11 (found version "3.11.13") found components: Interpreter Step #3 - "compile-libfuzzer-coverage-x86_64": -- Configuring done (0.6s) Step #3 - "compile-libfuzzer-coverage-x86_64": -- Generating done (0.0s) Step #3 - "compile-libfuzzer-coverage-x86_64": -- Build files have been written to: /src/glslang/build Step #3 - "compile-libfuzzer-coverage-x86_64": ++ nproc Step #3 - "compile-libfuzzer-coverage-x86_64": + make V=1 -j32 install Step #3 - "compile-libfuzzer-coverage-x86_64": /usr/local/bin/cmake -S/src/glslang -B/src/glslang/build --check-build-system CMakeFiles/Makefile.cmake 0 Step #3 - "compile-libfuzzer-coverage-x86_64": /usr/local/bin/cmake -E cmake_progress_start /src/glslang/build/CMakeFiles /src/glslang/build//CMakeFiles/progress.marks Step #3 - "compile-libfuzzer-coverage-x86_64": make -f CMakeFiles/Makefile2 all Step #3 - "compile-libfuzzer-coverage-x86_64": make[1]: Entering directory '/src/glslang/build' Step #3 - "compile-libfuzzer-coverage-x86_64": make -f SPIRV/CMakeFiles/SPIRV.dir/build.make SPIRV/CMakeFiles/SPIRV.dir/depend Step #3 - "compile-libfuzzer-coverage-x86_64": make -f glslang/CMakeFiles/GenericCodeGen.dir/build.make glslang/CMakeFiles/GenericCodeGen.dir/depend Step #3 - "compile-libfuzzer-coverage-x86_64": make -f glslang/CMakeFiles/MachineIndependent.dir/build.make glslang/CMakeFiles/MachineIndependent.dir/depend Step #3 - "compile-libfuzzer-coverage-x86_64": make -f glslang/CMakeFiles/glslang.dir/build.make glslang/CMakeFiles/glslang.dir/depend Step #3 - "compile-libfuzzer-coverage-x86_64": make[2]: Entering directory '/src/glslang/build' Step #3 - "compile-libfuzzer-coverage-x86_64": cd /src/glslang/build && /usr/local/bin/cmake -E cmake_depends "Unix Makefiles" /src/glslang /src/glslang/SPIRV /src/glslang/build /src/glslang/build/SPIRV /src/glslang/build/SPIRV/CMakeFiles/SPIRV.dir/DependInfo.cmake "--color=" Step #3 - "compile-libfuzzer-coverage-x86_64": make -f glslang/CMakeFiles/glslang-default-resource-limits.dir/build.make glslang/CMakeFiles/glslang-default-resource-limits.dir/depend Step #3 - "compile-libfuzzer-coverage-x86_64": make[2]: Entering directory '/src/glslang/build' Step #3 - "compile-libfuzzer-coverage-x86_64": cd /src/glslang/build && /usr/local/bin/cmake -E cmake_depends "Unix Makefiles" /src/glslang /src/glslang/glslang /src/glslang/build /src/glslang/build/glslang /src/glslang/build/glslang/CMakeFiles/GenericCodeGen.dir/DependInfo.cmake "--color=" Step #3 - "compile-libfuzzer-coverage-x86_64": make -f glslang/OSDependent/Unix/CMakeFiles/OSDependent.dir/build.make glslang/OSDependent/Unix/CMakeFiles/OSDependent.dir/depend Step #3 - "compile-libfuzzer-coverage-x86_64": make[2]: Entering directory '/src/glslang/build' Step #3 - "compile-libfuzzer-coverage-x86_64": cd /src/glslang/build && /usr/local/bin/cmake -E cmake_depends "Unix Makefiles" /src/glslang /src/glslang/glslang /src/glslang/build /src/glslang/build/glslang /src/glslang/build/glslang/CMakeFiles/MachineIndependent.dir/DependInfo.cmake "--color=" Step #3 - "compile-libfuzzer-coverage-x86_64": make[2]: Entering directory '/src/glslang/build' Step #3 - "compile-libfuzzer-coverage-x86_64": cd /src/glslang/build && /usr/local/bin/cmake -E cmake_depends "Unix Makefiles" /src/glslang /src/glslang/glslang /src/glslang/build /src/glslang/build/glslang /src/glslang/build/glslang/CMakeFiles/glslang-default-resource-limits.dir/DependInfo.cmake "--color=" Step #3 - "compile-libfuzzer-coverage-x86_64": make[2]: Entering directory '/src/glslang/build' Step #3 - "compile-libfuzzer-coverage-x86_64": cd /src/glslang/build && /usr/local/bin/cmake -E cmake_depends "Unix Makefiles" /src/glslang /src/glslang/glslang/OSDependent/Unix /src/glslang/build /src/glslang/build/glslang/OSDependent/Unix /src/glslang/build/glslang/OSDependent/Unix/CMakeFiles/OSDependent.dir/DependInfo.cmake "--color=" Step #3 - "compile-libfuzzer-coverage-x86_64": make[2]: Entering directory '/src/glslang/build' Step #3 - "compile-libfuzzer-coverage-x86_64": cd /src/glslang/build && /usr/local/bin/cmake -E cmake_depends "Unix Makefiles" /src/glslang /src/glslang/glslang /src/glslang/build /src/glslang/build/glslang /src/glslang/build/glslang/CMakeFiles/glslang.dir/DependInfo.cmake "--color=" Step #3 - 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"compile-libfuzzer-coverage-x86_64": [ 93%] Building CXX object glslang/CMakeFiles/glslang.dir/__/SPIRV/CInterface/spirv_c_interface.cpp.o Step #3 - "compile-libfuzzer-coverage-x86_64": cd /src/glslang/build/glslang && /usr/local/bin/clang++ -DENABLE_HLSL -DENABLE_OPT=0 -DENABLE_SPIRV -DGLSLANG_OSINCLUDE_UNIX -I/src/glslang/glslang/.. -I/src/glslang/build/include -O1 -fno-omit-frame-pointer -gline-tables-only -Wno-error=incompatible-function-pointer-types -Wno-error=int-conversion -Wno-error=deprecated-declarations -Wno-error=implicit-function-declaration -Wno-error=implicit-int -Wno-error=unknown-warning-option -Wno-error=vla-cxx-extension -DFUZZING_BUILD_MODE_UNSAFE_FOR_PRODUCTION -fprofile-instr-generate -fcoverage-mapping -pthread -Wl,--no-as-needed -Wl,-ldl -Wl,-lm -Wno-unused-command-line-argument -stdlib=libc++ -O3 -DNDEBUG -std=c++17 -fPIC -Wall -Wuninitialized -Wunused -Wunused-local-typedefs -Wimplicit-fallthrough -Wunused-parameter -Wunused-value -Wunused-variable -fno-rtti -fno-exceptions -Winvalid-pch -Xclang -include-pch -Xclang /src/glslang/build/glslang/CMakeFiles/glslang.dir/cmake_pch.hxx.pch -Xclang -include -Xclang /src/glslang/build/glslang/CMakeFiles/glslang.dir/cmake_pch.hxx -MD -MT glslang/CMakeFiles/glslang.dir/__/SPIRV/CInterface/spirv_c_interface.cpp.o -MF CMakeFiles/glslang.dir/__/SPIRV/CInterface/spirv_c_interface.cpp.o.d -o CMakeFiles/glslang.dir/__/SPIRV/CInterface/spirv_c_interface.cpp.o -c /src/glslang/SPIRV/CInterface/spirv_c_interface.cpp Step #3 - 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"compile-libfuzzer-coverage-x86_64": + clang++ -O1 -fno-omit-frame-pointer -gline-tables-only -Wno-error=incompatible-function-pointer-types -Wno-error=int-conversion -Wno-error=deprecated-declarations -Wno-error=implicit-function-declaration -Wno-error=implicit-int -Wno-error=unknown-warning-option -Wno-error=vla-cxx-extension -DFUZZING_BUILD_MODE_UNSAFE_FOR_PRODUCTION -fprofile-instr-generate -fcoverage-mapping -pthread -Wl,--no-as-needed -Wl,-ldl -Wl,-lm -Wno-unused-command-line-argument -stdlib=libc++ -fsanitize=fuzzer /src/compile_fuzzer.cc -DENABLE_HLSL -DENABLE_OPT=0 -DGLSLANG_OSINCLUDE_UNIX -I/src/glslang/glslang/Include/ -I/src/glslang/glslang/.. -I/src/glslang/build/include -I/src/glslang/SPIRV/.. ./glslang/libglslang.a ./SPIRV/libSPIRV.a ./glslang/libglslang-default-resource-limits.a -lpthread ./glslang/libMachineIndependent.a ./glslang/OSDependent/Unix/libOSDependent.a ./glslang/libGenericCodeGen.a -o /workspace/out/libfuzzer-coverage-x86_64/compile_fuzzer Finished Step #3 - "compile-libfuzzer-coverage-x86_64" Starting Step #4 Step #4: Pulling image: gcr.io/oss-fuzz-base/base-runner Step #4: Using default tag: latest Step #4: latest: Pulling from oss-fuzz-base/base-runner Step #4: b549f31133a9: Already exists Step #4: b880dc731500: Already exists Step #4: 82041dc1a4fa: Already exists Step #4: f6f9908990c2: Pulling fs layer Step #4: a01b4cc35442: Pulling fs layer Step #4: 14ecfc0ec653: Pulling fs layer Step #4: d84b66083db9: Pulling fs layer Step #4: 61836e9deac7: Pulling fs layer Step #4: 1f3606abf545: Pulling fs layer Step #4: 0a296b7504af: Pulling fs layer Step #4: a6da47b51e29: Pulling fs layer Step #4: 7aedb9e97bc5: Pulling fs layer Step #4: 34e73298de3c: Pulling fs layer Step #4: c96cc9852dd0: Pulling fs layer Step #4: 5ef855770972: Pulling fs layer Step #4: 59d8edc5c5c1: Pulling fs layer Step #4: 7625284134c6: Pulling fs layer Step #4: 0e6ce95bed55: Pulling fs layer Step #4: 6dfe0c8bf399: Pulling fs layer Step #4: 96515525e0c0: Pulling fs layer Step #4: 01e047d299ca: Pulling fs layer Step #4: d1548cd4b8ba: Pulling fs layer Step #4: 9667f69f6584: Pulling fs layer Step #4: c474e10428ad: Pulling fs layer Step #4: 03b17cb6f2dd: Pulling fs layer Step #4: 042a6eb9cc1e: Pulling fs layer Step #4: 4f467d64479a: Pulling fs layer Step #4: 5ef855770972: Waiting Step #4: 59d8edc5c5c1: Waiting Step #4: 7625284134c6: Waiting Step #4: c474e10428ad: Waiting Step #4: 9667f69f6584: Waiting Step #4: 01e047d299ca: Waiting Step #4: 0e6ce95bed55: Waiting Step #4: d1548cd4b8ba: Waiting Step #4: 6dfe0c8bf399: Waiting Step #4: 96515525e0c0: Waiting Step #4: 03b17cb6f2dd: Waiting Step #4: 4f467d64479a: Waiting Step #4: a6da47b51e29: Waiting Step #4: 0a296b7504af: Waiting Step #4: c96cc9852dd0: Waiting Step #4: 14ecfc0ec653: Verifying Checksum Step #4: 14ecfc0ec653: Download complete Step #4: f6f9908990c2: Verifying Checksum Step #4: f6f9908990c2: Download complete Step #4: 61836e9deac7: Verifying Checksum Step #4: 61836e9deac7: Download complete Step #4: a01b4cc35442: Verifying Checksum Step #4: a01b4cc35442: Download complete Step #4: d84b66083db9: Verifying Checksum Step #4: d84b66083db9: Download complete Step #4: 0a296b7504af: Verifying Checksum Step #4: 0a296b7504af: Download complete Step #4: f6f9908990c2: Pull complete Step #4: a6da47b51e29: Download complete Step #4: 7aedb9e97bc5: Verifying Checksum Step #4: 7aedb9e97bc5: Download complete Step #4: 5ef855770972: Verifying Checksum Step #4: 5ef855770972: Download complete Step #4: c96cc9852dd0: Verifying Checksum Step #4: c96cc9852dd0: Download complete Step #4: 59d8edc5c5c1: Verifying Checksum Step #4: 59d8edc5c5c1: Download complete Step #4: 0e6ce95bed55: Download complete Step #4: a01b4cc35442: Pull complete Step #4: 96515525e0c0: Verifying Checksum Step #4: 96515525e0c0: Download complete Step #4: 1f3606abf545: Verifying Checksum Step #4: 1f3606abf545: Download complete Step #4: 01e047d299ca: Verifying Checksum Step #4: 01e047d299ca: Download complete Step #4: 14ecfc0ec653: Pull complete Step #4: c474e10428ad: Verifying Checksum Step #4: c474e10428ad: Download complete Step #4: 34e73298de3c: Verifying Checksum Step #4: 34e73298de3c: Download complete Step #4: 9667f69f6584: Download complete Step #4: d84b66083db9: Pull complete Step #4: 042a6eb9cc1e: Verifying Checksum Step #4: 042a6eb9cc1e: Download complete Step #4: 4f467d64479a: Verifying Checksum Step #4: 4f467d64479a: Download complete Step #4: 61836e9deac7: Pull complete Step #4: 03b17cb6f2dd: Verifying Checksum Step #4: 03b17cb6f2dd: Download complete Step #4: 7625284134c6: Verifying Checksum Step #4: 7625284134c6: Download complete Step #4: d1548cd4b8ba: Verifying Checksum Step #4: d1548cd4b8ba: Download complete Step #4: 6dfe0c8bf399: Verifying Checksum Step #4: 6dfe0c8bf399: Download complete Step #4: 1f3606abf545: Pull complete Step #4: 0a296b7504af: Pull complete Step #4: a6da47b51e29: Pull complete Step #4: 7aedb9e97bc5: Pull complete Step #4: 34e73298de3c: Pull complete Step #4: c96cc9852dd0: Pull complete Step #4: 5ef855770972: Pull complete Step #4: 59d8edc5c5c1: Pull complete Step #4: 7625284134c6: Pull complete Step #4: 0e6ce95bed55: Pull complete Step #4: 6dfe0c8bf399: Pull complete Step #4: 96515525e0c0: Pull complete Step #4: 01e047d299ca: Pull complete Step #4: d1548cd4b8ba: Pull complete Step #4: 9667f69f6584: Pull complete Step #4: c474e10428ad: Pull complete Step #4: 03b17cb6f2dd: Pull complete Step #4: 042a6eb9cc1e: Pull complete Step #4: 4f467d64479a: Pull complete Step #4: Digest: sha256:42559fdc03a2ac43e06298aaf24486fb7859f1efe1170f580064866f119fc0eb Step #4: Status: Downloaded newer image for gcr.io/oss-fuzz-base/base-runner:latest Step #4: gcr.io/oss-fuzz-base/base-runner:latest Finished Step #4 Starting Step #5 Step #5: Already have image (with digest): gcr.io/oss-fuzz-base/base-runner Step #5: Running compile_fuzzer Step #5: Error occured while running compile_fuzzer: Step #5: Cov returncode: 0, grep returncode: 0 Step #5: INFO: Running with entropic power schedule (0xFF, 100). Step #5: INFO: Seed: 865564703 Step #5: INFO: Loaded 1 modules (12 inline 8-bit counters): 12 [0x55651f9e6328, 0x55651f9e6334), Step #5: INFO: Loaded 1 PC tables (12 PCs): 12 [0x55651f9e6338,0x55651f9e63f8), Step #5: MERGE-OUTER: 1419 files, 0 in the initial corpus, 0 processed earlier Step #5: MERGE-OUTER: attempt 1 Step #5: INFO: Running with entropic power schedule (0xFF, 100). Step #5: INFO: Seed: 865577226 Step #5: INFO: Loaded 1 modules (12 inline 8-bit counters): 12 [0x55ff2e567328, 0x55ff2e567334), Step #5: INFO: Loaded 1 PC tables (12 PCs): 12 [0x55ff2e567338,0x55ff2e5673f8), Step #5: INFO: -max_len is not provided; libFuzzer will not generate inputs larger than 1048576 bytes Step #5: MERGE-INNER: using the control file '/tmp/libFuzzerTemp.Merge39.txt' Step #5: MERGE-INNER: 1419 total files; 0 processed earlier; will process 1419 files now Step #5: #1 pulse cov: 5 ft: 5 exec/s: 0 rss: 38Mb Step #5: #2 pulse cov: 5 ft: 5 exec/s: 0 rss: 53Mb Step #5: #4 pulse cov: 5 ft: 5 exec/s: 0 rss: 53Mb Step #5: #8 pulse cov: 5 ft: 5 exec/s: 0 rss: 53Mb Step #5: #16 pulse cov: 5 ft: 5 exec/s: 16 rss: 53Mb Step #5: #32 pulse cov: 5 ft: 5 exec/s: 10 rss: 53Mb Step #5: #64 pulse cov: 5 ft: 5 exec/s: 9 rss: 53Mb Step #5: #128 pulse cov: 5 ft: 5 exec/s: 8 rss: 53Mb Step #5: #256 pulse cov: 5 ft: 5 exec/s: 8 rss: 53Mb Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp ui#512 pulse cov: 5 ft: 5 exec/s: 7 rss: 62Mb Step #5: nt imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:334: 'double' : not supported with this profile: none Step #5: ERROR: 0:334: '' : compilation terminated Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: double sqrt(double);dvec2 sqrt(dvec2);dvec3 sqrt(dvec3);dvec4 sqrt(dvec4);double inversesqrt(double);dvec2 inversesqrt(dvec2);dvec3 inversesqrt(dvec3);dvec4 inversesqrt(dvec4);double abs(double);dvec2 abs(dvec2);dvec3 abs(dvec3);dvec4 abs(dvec4);double sign(double);dvec2 sign(dvec2);dvec3 sign(dvec3);dvec4 sign(dvec4);double floor(double);dvec2 floor(dvec2);dvec3 floor(dvec3);dvec4 floor(dvec4);double trunc(double);dvec2 trunc(dvec2);dvec3 trunc(dvec3);dvec4 trunc(dvec4);double round(double);dvec2 round(dvec2);dvec3 round(dvec3);dvec4 round(dvec4);double roundEven(double);dvec2 roundEven(dvec2);dvec3 roundEven(dvec3);dvec4 roundEven(dvec4);double ceil(double);dvec2 ceil(dvec2);dvec3 ceil(dvec3);dvec4 ceil(dvec4);double fract(double);dvec2 fract(dvec2);dvec3 fract(dvec3);dvec4 fract(dvec4);double mod(double, double);dvec2 mod(dvec2 , double);dvec3 mod(dvec3 , double);dvec4 mod(dvec4 , double);dvec2 mod(dvec2 , dvec2);dvec3 mod(dvec3 , dvec3);dvec4 mod(dvec4 , dvec4);double modf(double, out double);dvec2 modf(dvec2, out dvec2);dvec3 modf(dvec3, out dvec3);dvec4 modf(dvec4, out dvec4);double min(double, double);dvec2 min(dvec2, double);dvec3 min(dvec3, double);dvec4 min(dvec4, double);dvec2 min(dvec2, dvec2);dvec3 min(dvec3, dvec3);dvec4 min(dvec4, dvec4);double max(double, double);dvec2 max(dvec2 , double);dvec3 max(dvec3 , double);dvec4 max(dvec4 , double);dvec2 max(dvec2 , dvec2);dvec3 max(dvec3 , dvec3);dvec4 max(dvec4 , dvec4);double clamp(double, double, double);dvec2 clamp(dvec2 , double, double);dvec3 clamp(dvec3 , double, double);dvec4 clamp(dvec4 , double, double);dvec2 clamp(dvec2 , dvec2 , dvec2);dvec3 clamp(dvec3 , dvec3 , dvec3);dvec4 clamp(dvec4 , dvec4 , dvec4);double mix(double, double, double);dvec2 mix(dvec2, dvec2, double);dvec3 mix(dvec3, dvec3, double);dvec4 mix(dvec4, dvec4, double);dvec2 mix(dvec2, dvec2, dvec2);dvec3 mix(dvec3, dvec3, dvec3);dvec4 mix(dvec4, dvec4, dvec4);double mix(double, double, bool);dvec2 mix(dvec2, dvec2, bvec2);dvec3 mix(dvec3, dvec3, bvec3);dvec4 mix(dvec4, dvec4, bvec4);double step(double, double);dvec2 step(dvec2 , dvec2);dvec3 step(dvec3 , dvec3);dvec4 step(dvec4 , dvec4);dvec2 step(double, dvec2);dvec3 step(double, dvec3);dvec4 step(double, dvec4);double smoothstep(double, double, double);dvec2 smoothstep(dvec2 , dvec2 , dvec2);dvec3 smoothstep(dvec3 , dvec3 , dvec3);dvec4 smoothstep(dvec4 , dvec4 , dvec4);dvec2 smoothstep(double, double, dvec2);dvec3 smoothstep(double, double, dvec3);dvec4 smoothstep(double, double, dvec4);bool isnan(double);bvec2 isnan(dvec2);bvec3 isnan(dvec3);bvec4 isnan(dvec4);bool isinf(double);bvec2 isinf(dvec2);bvec3 isinf(dvec3);bvec4 isinf(dvec4);double length(double);double length(dvec2);double length(dvec3);double length(dvec4);double distance(double, double);double distance(dvec2 , dvec2);double distance(dvec3 , dvec3);double distance(dvec4 , dvec4);double dot(double, double);double dot(dvec2 , dvec2);double dot(dvec3 , dvec3);double dot(dvec4 , dvec4);dvec3 cross(dvec3, dvec3);double normalize(double);dvec2 normalize(dvec2);dvec3 normalize(dvec3);dvec4 normalize(dvec4);double faceforward(double, double, double);dvec2 faceforward(dvec2, dvec2, dvec2);dvec3 faceforward(dvec3, dvec3, dvec3);dvec4 faceforward(dvec4, dvec4, dvec4);double reflect(double, double);dvec2 reflect(dvec2 , dvec2 );dvec3 reflect(dvec3 , dvec3 );dvec4 reflect(dvec4 , dvec4 );double refract(double, double, double);dvec2 refract(dvec2 , dvec2 , double);dvec3 refract(dvec3 , dvec3 , double);dvec4 refract(dvec4 , dvec4 , double);dmat2 matrixCompMult(dmat2, dmat2);dmat3 matrixCompMult(dmat3, dmat3);dmat4 matrixCompMult(dmat4, dmat4);dmat2x3 matrixCompMult(dmat2x3, dmat2x3);dmat2x4 matrixCompMult(dmat2x4, dmat2x4);dmat3x2 matrixCompMult(dmat3x2, dmat3x2);dmat3x4 matrixCompMult(dmat3x4, dmat3x4);dmat4x2 matrixCompMult(dmat4x2, dmat4x2);dmat4x3 matrixCompMult(dmat4x3, dmat4x3);dmat2 outerProduct(dvec2, dvec2);dmat3 outerProduct(dvec3, dvec3);dmat4 outerProduct(dvec4, dvec4);dmat2x3 outerProduct(dvec3, dvec2);dmat3x2 outerProduct(dvec2, dvec3);dmat2x4 outerProduct(dvec4, dvec2);dmat4x2 outerProduct(dvec2, dvec4);dmat3x4 outerProduct(dvec4, dvec3);dmat4x3 outerProduct(dvec3, dvec4);dmat2 transpose(dmat2);dmat3 transpose(dmat3);dmat4 transpose(dmat4);dmat2x3 transpose(dmat3x2);dmat3x2 transpose(dmat2x3);dmat2x4 transpose(dmat4x2);dmat4x2 transpose(dmat2x4);dmat3x4 transpose(dmat4x3);dmat4x3 transpose(dmat3x4);double determinant(dmat2);double determinant(dmat3);double determinant(dmat4);dmat2 inverse(dmat2);dmat3 inverse(dmat3);dmat4 inverse(dmat4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: float fma(float, float, float );vec2 fma(vec2, vec2, vec2 );vec3 fma(vec3, vec3, vec3 );vec4 fma(vec4, vec4, vec4 ); Step #5: double fma(double, double, double);dvec2 fma(dvec2, dvec2, dvec2 );dvec3 fma(dvec3, dvec3, dvec3 );dvec4 fma(dvec4, dvec4, dvec4 ); Step #5: float frexp(highp float, out highp int);vec2 frexp(highp vec2, out highp ivec2);vec3 frexp(highp vec3, out highp ivec3);vec4 frexp(highp vec4, out highp ivec4);float ldexp(highp float, highp int);vec2 ldexp(highp vec2, highp ivec2);vec3 ldexp(highp vec3, highp ivec3);vec4 ldexp(highp vec4, highp ivec4); Step #5: double frexp(double, out int);dvec2 frexp( dvec2, out ivec2);dvec3 frexp( dvec3, out ivec3);dvec4 frexp( dvec4, out ivec4);double ldexp(double, int);dvec2 ldexp( dvec2, ivec2);dvec3 ldexp( dvec3, ivec3);dvec4 ldexp( dvec4, ivec4);double packDouble2x32(uvec2);uvec2 unpackDouble2x32(double); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: vec2 unpackHalf2x16(highp uint); Step #5: highp uint packSnorm4x8(vec4);highp uint packUnorm4x8(vec4); Step #5: vec4 unpackSnorm4x8(highp uint);vec4 unpackUnorm4x8(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: uint atomicCounterIncrement(atomic_uint);uint atomicCounterDecrement(atomic_uint);uint atomicCounter(atomic_uint); Step #5: int bitfieldExtract( int, int, int);ivec2 bitfieldExtract(ivec2, int, int);ivec3 bitfieldExtract(ivec3, int, int);ivec4 bitfieldExtract(ivec4, int, int); uint bitfieldExtract( uint, int, int);uvec2 bitfieldExtract(uvec2, int, int);uvec3 bitfieldExtract(uvec3, int, int);uvec4 bitfieldExtract(uvec4, int, int); int bitfieldInsert( int base, int, int, int);ivec2 bitfieldInsert(ivec2 base, ivec2, int, int);ivec3 bitfieldInsert(ivec3 base, ivec3, int, int);ivec4 bitfieldInsert(ivec4 base, ivec4, int, int); uint bitfieldInsert( uint base, uint, int, int);uvec2 bitfieldInsert(uvec2 base, uvec2, int, int);uvec3 bitfieldInsert(uvec3 base, uvec3, int, int);uvec4 bitfieldInsert(uvec4 base, uvec4, int, int); Step #5: int findLSB( int);ivec2 findLSB(ivec2);ivec3 findLSB(ivec3);ivec4 findLSB(ivec4); int findLSB( uint);ivec2 findLSB(uvec2);ivec3 findLSB(uvec3);ivec4 findLSB(uvec4); Step #5: int bitCount( int);ivec2 bitCount(ivec2);ivec3 bitCount(ivec3);ivec4 bitCount(ivec4); int bitCount( uint);ivec2 bitCount(uvec2);ivec3 bitCount(uvec3);ivec4 bitCount(uvec4); int findMSB(highp int);ivec2 findMSB(highp ivec2);ivec3 findMSB(highp ivec3);ivec4 findMSB(highp ivec4); int findMSB(highp uint);ivec2 findMSB(highp uvec2);ivec3 findMSB(highp uvec3);ivec4 findMSB(highp uvec4); Step #5: int64_t packInt2x32(ivec2);uint64_t packUint2x32(uvec2);ivec2 unpackInt2x32(int64_t);uvec2 unpackUint2x32(uint64_t);uint packFloat2x16(f16vec2);f16vec2 unpackFloat2x16(uint);int64_t doubleBitsToInt64(double);i64vec2 doubleBitsToInt64(dvec2);i64vec3 doubleBitsToInt64(dvec3);i64vec4 doubleBitsToInt64(dvec4);uint64_t doubleBitsToUint64(double);u64vec2 doubleBitsToUint64(dvec2);u64vec3 doubleBitsToUint64(dvec3);u64vec4 doubleBitsToUint64(dvec4);double int64BitsToDouble(int64_t);dvec2 int64BitsToDouble(i64vec2);dvec3 int64BitsToDouble(i64vec3);dvec4 int64BitsToDouble(i64vec4);double uint64BitsToDouble(uint64_t);dvec2 uint64BitsToDouble(u64vec2);dvec3 uint64BitsToDouble(u64vec3);dvec4 uint64BitsToDouble(u64vec4);bvec2 lessThan(i64vec2, i64vec2);bvec3 lessThan(i64vec3, i64vec3);bvec4 lessThan(i64vec4, i64vec4);bvec2 lessThan(u64vec2, u64vec2);bvec3 lessThan(u64vec3, u64vec3);bvec4 lessThan(u64vec4, u64vec4);bvec2 lessThanEqual(i64vec2, i64vec2);bvec3 lessThanEqual(i64vec3, i64vec3);bvec4 lessThanEqual(i64vec4, i64vec4);bvec2 lessThanEqual(u64vec2, u64vec2);bvec3 lessThanEqual(u64vec3, u64vec3);bvec4 lessThanEqual(u64vec4, u64vec4);bvec2 greaterThan(i64vec2, i64vec2);bvec3 greaterThan(i64vec3, i64vec3);bvec4 greaterThan(i64vec4, i64vec4);bvec2 greaterThan(u64vec2, u64vec2);bvec3 greaterThan(u64vec3, u64vec3);bvec4 greaterThan(u64vec4, u64vec4);bvec2 greaterThanEqual(i64vec2, i64vec2);bvec3 greaterThanEqual(i64vec3, i64vec3);bvec4 greaterThanEqual(i64vec4, i64vec4);bvec2 greaterThanEqual(u64vec2, u64vec2);bvec3 greaterThanEqual(u64vec3, u64vec3);bvec4 greaterThanEqual(u64vec4, u64vec4);bvec2 equal(i64vec2, i64vec2);bvec3 equal(i64vec3, i64vec3);bvec4 equal(i64vec4, i64vec4);bvec2 equal(u64vec2, u64vec2);bvec3 equal(u64vec3, u64vec3);bvec4 equal(u64vec4, u64vec4);bvec2 notEqual(i64vec2, i64vec2);bvec3 notEqual(i64vec3, i64vec3);bvec4 notEqual(i64vec4, i64vec4);bvec2 notEqual(u64vec2, u64vec2);bvec3 notEqual(u64vec3, u64vec3);bvec4 notEqual(u64vec4, u64vec4);bvec2 lessThan(f16vec2, f16vec2);bvec3 lessThan(f16vec3, f16vec3);bvec4 lessThan(f16vec4, f16vec4);bvec2 lessThanEqual(f16vec2, f16vec2);bvec3 lessThanEqual(f16vec3, f16vec3);bvec4 lessThanEqual(f16vec4, f16vec4);bvec2 greaterThan(f16vec2, f16vec2);bvec3 greaterThan(f16vec3, f16vec3);bvec4 greaterThan(f16vec4, f16vec4);bvec2 greaterThanEqual(f16vec2, f16vec2);bvec3 greaterThanEqual(f16vec3, f16vec3);bvec4 greaterThanEqual(f16vec4, f16vec4);bvec2 equal(f16vec2, f16vec2);bvec3 equal(f16vec3, f16vec3);bvec4 equal(f16vec4, f16vec4);bvec2 notEqual(f16vec2, f16vec2);bvec3 notEqual(f16vec3, f16vec3);bvec4 notEqual(f16vec4, f16vec4);bvec2 lessThan(dvec2, dvec2);bvec3 lessThan(dvec3, dvec3);bvec4 lessThan(dvec4, dvec4);bvec2 lessThanEqual(dvec2, dvec2);bvec3 lessThanEqual(dvec3, dvec3);bvec4 lessThanEqual(dvec4, dvec4);bvec2 greaterThan(dvec2, dvec2);bvec3 greaterThan(dvec3, dvec3);bvec4 greaterThan(dvec4, dvec4);bvec2 greaterThanEqual(dvec2, dvec2);bvec3 greaterThanEqual(dvec3, dvec3);bvec4 greaterThanEqual(dvec4, dvec4);bvec2 equal(dvec2, dvec2);bvec3 equal(dvec3, dvec3);bvec4 equal(dvec4, dvec4);bvec2 notEqual(dvec2, dvec2);bvec3 notEqual(dvec3, dvec3);bvec4 notEqual(dvec4, dvec4); Step #5: bool anyThreadNV(bool);bool allThreadsNV(bool);bool allThreadsEqualNV(bool); Step #5: uint uaddCarry(highp uint, highp uint, out lowp uint carry);uvec2 uaddCarry(highp uvec2, highp uvec2, out lowp uvec2 carry);uvec3 uaddCarry(highp uvec3, highp uvec3, out lowp uvec3 carry);uvec4 uaddCarry(highp uvec4, highp uvec4, out lowp uvec4 carry); uint usubBorrow(highp uint, highp uint, out lowp uint borrow);uvec2 usubBorrow(highp uvec2, highp uvec2, out lowp uvec2 borrow);uvec3 usubBorrow(highp uvec3, highp uvec3, out lowp uvec3 borrow);uvec4 usubBorrow(highp uvec4, highp uvec4, out lowp uvec4 borrow);void umulExtended(highp uint, highp uint, out highp uint, out highp uint lsb);void umulExtended(highp uvec2, highp uvec2, out highp uvec2, out highp uvec2 lsb);void umulExtended(highp uvec3, highp uvec3, out highp uvec3, out highp uvec3 lsb);void umulExtended(highp uvec4, highp uvec4, out highp uvec4, out highp uvec4 lsb);void imulExtended(highp int, highp int, out highp int, out highp int lsb);void imulExtended(highp ivec2, highp ivec2, out highp ivec2, out highp ivec2 lsb);void imulExtended(highp ivec3, highp ivec3, out highp ivec3, out highp ivec3 lsb);void imulExtended(highp ivec4, highp ivec4, out highp ivec4, out highp ivec4 lsb); int bitfieldReverse(highp int);ivec2 bitfieldReverse(highp ivec2);ivec3 bitfieldReverse(highp ivec3);ivec4 bitfieldReverse(highp ivec4); uint bitfieldReverse(highp uint);uvec2 bitfieldReverse(highp uvec2);uvec3 bitfieldReverse(highp uvec3);uvec4 bitfieldReverse(highp uvec4); Step #5: void subgroupBarrier();void subgroupMemoryBarrier();void subgroupMemoryBarrierBuffer();void subgroupMemoryBarrierImage();bool subgroupElect();bool subgroupAll(bool); Step #5: bool subgroupAny(bool); Step #5: uvec4 subgroupBallot(bool); Step #5: bool subgroupInverseBallot(uvec4); Step #5: bool subgroupBallotBitExtract(uvec4, uint); Step #5: uint subgroupBallotBitCount(uvec4); Step #5: uint subgroupBallotInclusiveBitCount(uvec4); Step #5: uint subgroupBallotExclusiveBitCount(uvec4); Step #5: uint subgroupBallotFindLSB(uvec4); Step #5: uint subgroupBallotFindMSB(uvec4); Step #5: bool subgroupAllEqual(float); Step #5: bool subgroupAllEqual(vec2); Step #5: bool subgroupAllEqual(vec3); Step #5: bool subgroupAllEqual(vec4); Step #5: bool subgroupAllEqual(float16_t); Step #5: bool subgroupAllEqual(f16vec2); Step #5: bool subgroupAllEqual(f16vec3); Step #5: bool subgroupAllEqual(f16vec4); Step #5: bool subgroupAllEqual(bool); Step #5: bool subgroupAllEqual(bvec2); Step #5: bool subgroupAllEqual(bvec3); Step #5: bool subgroupAllEqual(bvec4); Step #5: bool subgroupAllEqual(int8_t); Step #5: bool subgroupAllEqual(i8vec2); Step #5: bool subgroupAllEqual(i8vec3); Step #5: bool subgroupAllEqual(i8vec4); Step #5: bool subgroupAllEqual(int16_t); Step #5: bool subgroupAllEqual(i16vec2); Step #5: bool subgroupAllEqual(i16vec3); Step #5: bool subgroupAllEqual(i16vec4); Step #5: bool subgroupAllEqual(int); Step #5: bool subgroupAllEqual(ivec2); Step #5: bool subgroupAllEqual(ivec3); Step #5: bool subgroupAllEqual(ivec4); Step #5: bool subgroupAllEqual(int64_t); Step #5: bool subgroupAllEqual(i64vec2); Step #5: bool subgroupAllEqual(i64vec3); Step #5: bool subgroupAllEqual(i64vec4); Step #5: bool subgroupAllEqual(uint8_t); Step #5: bool subgroupAllEqual(u8vec2); Step #5: bool subgroupAllEqual(u8vec3); Step #5: bool subgroupAllEqual(u8vec4); Step #5: bool subgroupAllEqual(uint16_t); Step #5: bool subgroupAllEqual(u16vec2); Step #5: bool subgroupAllEqual(u16vec3); Step #5: bool subgroupAllEqual(u16vec4); Step #5: bool subgroupAllEqual(uint); Step #5: bool subgroupAllEqual(uvec2); Step #5: bool subgroupAllEqual(uvec3); Step #5: bool subgroupAllEqual(uvec4); Step #5: bool subgroupAllEqual(uint64_t); Step #5: bool subgroupAllEqual(u64vec2); Step #5: bool subgroupAllEqual(u64vec3); Step #5: bool subgroupAllEqual(u64vec4); Step #5: float subgroupBroadcast(float, uint); Step #5: vec2 subgroupBroadcast(vec2, uint); Step #5: vec3 subgroupBroadcast(vec3, uint); Step #5: vec4 subgroupBroadcast(vec4, uint); Step #5: float16_t subgroupBroadcast(float16_t, uint); Step #5: f16vec2 subgroupBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupBroadcast(f16vec4, uint); Step #5: bool subgroupBroadcast(bool, uint); Step #5: bvec2 subgroupBroadcast(bvec2, uint); Step #5: bvec3 subgroupBroadcast(bvec3, uint); Step #5: bvec4 subgroupBroadcast(bvec4, uint); Step #5: int8_t subgroupBroadcast(int8_t, uint); Step #5: i8vec2 subgroupBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupBroadcast(i8vec4, uint); Step #5: int16_t subgroupBroadcast(int16_t, uint); Step #5: i16vec2 subgroupBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupBroadcast(i16vec4, uint); Step #5: int subgroupBroadcast(int, uint); Step #5: ivec2 subgroupBroadcast(ivec2, uint); Step #5: ivec3 subgroupBroadcast(ivec3, uint); Step #5: ivec4 subgroupBroadcast(ivec4, uint); Step #5: int64_t subgroupBroadcast(int64_t, uint); Step #5: i64vec2 subgroupBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupBroadcast(i64vec4, uint); Step #5: uint8_t subgroupBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupBroadcast(u8vec4, uint); Step #5: uint16_t subgroupBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupBroadcast(u16vec4, uint); Step #5: uint subgroupBroadcast(uint, uint); Step #5: uvec2 subgroupBroadcast(uvec2, uint); Step #5: uvec3 subgroupBroadcast(uvec3, uint); Step #5: uvec4 subgroupBroadcast(uvec4, uint); Step #5: uint64_t subgroupBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupBroadcast(u64vec4, uint); Step #5: float subgroupBroadcastFirst(float); Step #5: vec2 subgroupBroadcastFirst(vec2); Step #5: vec3 subgroupBroadcastFirst(vec3); Step #5: vec4 subgroupBroadcastFirst(vec4); Step #5: float16_t subgroupBroadcastFirst(float16_t); Step #5: f16vec2 subgroupBroadcastFirst(f16vec2); Step #5: f16vec3 subgroupBroadcastFirst(f16vec3); Step #5: f16vec4 subgroupBroadcastFirst(f16vec4); Step #5: bool subgroupBroadcastFirst(bool); Step #5: bvec2 subgroupBroadcastFirst(bvec2); Step #5: bvec3 subgroupBroadcastFirst(bvec3); Step #5: bvec4 subgroupBroadcastFirst(bvec4); Step #5: int8_t subgroupBroadcastFirst(int8_t); Step #5: i8vec2 subgroupBroadcastFirst(i8vec2); Step #5: i8vec3 subgroupBroadcastFirst(i8vec3); Step #5: i8vec4 subgroupBroadcastFirst(i8vec4); Step #5: int16_t subgroupBroadcastFirst(int16_t); Step #5: i16vec2 subgroupBroadcastFirst(i16vec2); Step #5: i16vec3 subgroupBroadcastFirst(i16vec3); Step #5: i16vec4 subgroupBroadcastFirst(i16vec4); Step #5: int subgroupBroadcastFirst(int); Step #5: ivec2 subgroupBroadcastFirst(ivec2); Step #5: ivec3 subgroupBroadcastFirst(ivec3); Step #5: ivec4 subgroupBroadcastFirst(ivec4); Step #5: int64_t subgroupBroadcastFirst(int64_t); Step #5: i64vec2 subgroupBroadcastFirst(i64vec2); Step #5: i64vec3 subgroupBroadcastFirst(i64vec3); Step #5: i64vec4 subgroupBroadcastFirst(i64vec4); Step #5: uint8_t subgroupBroadcastFirst(uint8_t); Step #5: u8vec2 subgroupBroadcastFirst(u8vec2); Step #5: u8vec3 subgroupBroadcastFirst(u8vec3); Step #5: u8vec4 subgroupBroadcastFirst(u8vec4); Step #5: uint16_t subgroupBroadcastFirst(uint16_t); Step #5: u16vec2 subgroupBroadcastFirst(u16vec2); Step #5: u16vec3 subgroupBroadcastFirst(u16vec3); Step #5: u16vec4 subgroupBroadcastFirst(u16vec4); Step #5: uint subgroupBroadcastFirst(uint); Step #5: uvec2 subgroupBroadcastFirst(uvec2); Step #5: uvec3 subgroupBroadcastFirst(uvec3); Step #5: uvec4 subgroupBroadcastFirst(uvec4); Step #5: uint64_t subgroupBroadcastFirst(uint64_t); Step #5: u64vec2 subgroupBroadcastFirst(u64vec2); Step #5: u64vec3 subgroupBroadcastFirst(u64vec3); Step #5: u64vec4 subgroupBroadcastFirst(u64vec4); Step #5: float subgroupShuffle(float, uint); Step #5: vec2 subgroupShuffle(vec2, uint); Step #5: vec3 subgroupShuffle(vec3, uint); Step #5: vec4 subgroupShuffle(vec4, uint); Step #5: float16_t subgroupShuffle(float16_t, uint); Step #5: f16vec2 subgroupShuffle(f16vec2, uint); Step #5: f16vec3 subgroupShuffle(f16vec3, uint); Step #5: f16vec4 subgroupShuffle(f16vec4, uint); Step #5: bool subgroupShuffle(bool, uint); Step #5: bvec2 subgroupShuffle(bvec2, uint); Step #5: bvec3 subgroupShuffle(bvec3, uint); Step #5: bvec4 subgroupShuffle(bvec4, uint); Step #5: int8_t subgroupShuffle(int8_t, uint); Step #5: i8vec2 subgroupShuffle(i8vec2, uint); Step #5: i8vec3 subgroupShuffle(i8vec3, uint); Step #5: i8vec4 subgroupShuffle(i8vec4, uint); Step #5: int16_t subgroupShuffle(int16_t, uint); Step #5: i16vec2 subgroupShuffle(i16vec2, uint); Step #5: i16vec3 subgroupShuffle(i16vec3, uint); Step #5: i16vec4 subgroupShuffle(i16vec4, uint); Step #5: int subgroupShuffle(int, uint); Step #5: ivec2 subgroupShuffle(ivec2, uint); Step #5: ivec3 subgroupShuffle(ivec3, uint); Step #5: ivec4 subgroupShuffle(ivec4, uint); Step #5: int64_t subgroupShuffle(int64_t, uint); Step #5: i64vec2 subgroupShuffle(i64vec2, uint); Step #5: i64vec3 subgroupShuffle(i64vec3, uint); Step #5: i64vec4 subgroupShuffle(i64vec4, uint); Step #5: uint8_t subgroupShuffle(uint8_t, uint); Step #5: u8vec2 subgroupShuffle(u8vec2, uint); Step #5: u8vec3 subgroupShuffle(u8vec3, uint); Step #5: u8vec4 subgroupShuffle(u8vec4, uint); Step #5: uint16_t subgroupShuffle(uint16_t, uint); Step #5: u16vec2 subgroupShuffle(u16vec2, uint); Step #5: u16vec3 subgroupShuffle(u16vec3, uint); Step #5: u16vec4 subgroupShuffle(u16vec4, uint); Step #5: uint subgroupShuffle(uint, uint); Step #5: uvec2 subgroupShuffle(uvec2, uint); Step #5: uvec3 subgroupShuffle(uvec3, uint); Step #5: uvec4 subgroupShuffle(uvec4, uint); Step #5: uint64_t subgroupShuffle(uint64_t, uint); Step #5: u64vec2 subgroupShuffle(u64vec2, uint); Step #5: u64vec3 subgroupShuffle(u64vec3, uint); Step #5: u64vec4 subgroupShuffle(u64vec4, uint); Step #5: float subgroupShuffleXor(float, uint); Step #5: vec2 subgroupShuffleXor(vec2, uint); Step #5: vec3 subgroupShuffleXor(vec3, uint); Step #5: vec4 subgroupShuffleXor(vec4, uint); Step #5: float16_t subgroupShuffleXor(float16_t, uint); Step #5: f16vec2 subgroupShuffleXor(f16vec2, uint); Step #5: f16vec3 subgroupShuffleXor(f16vec3, uint); Step #5: f16vec4 subgroupShuffleXor(f16vec4, uint); Step #5: bool subgroupShuffleXor(bool, uint); Step #5: bvec2 subgroupShuffleXor(bvec2, uint); Step #5: bvec3 subgroupShuffleXor(bvec3, uint); Step #5: bvec4 subgroupShuffleXor(bvec4, uint); Step #5: int8_t subgroupShuffleXor(int8_t, uint); Step #5: i8vec2 subgroupShuffleXor(i8vec2, uint); Step #5: i8vec3 subgroupShuffleXor(i8vec3, uint); Step #5: i8vec4 subgroupShuffleXor(i8vec4, uint); Step #5: int16_t subgroupShuffleXor(int16_t, uint); Step #5: i16vec2 subgroupShuffleXor(i16vec2, uint); Step #5: i16vec3 subgroupShuffleXor(i16vec3, uint); Step #5: i16vec4 subgroupShuffleXor(i16vec4, uint); Step #5: int subgroupShuffleXor(int, uint); Step #5: ivec2 subgroupShuffleXor(ivec2, uint); Step #5: ivec3 subgroupShuffleXor(ivec3, uint); Step #5: ivec4 subgroupShuffleXor(ivec4, uint); Step #5: int64_t subgroupShuffleXor(int64_t, uint); Step #5: i64vec2 subgroupShuffleXor(i64vec2, uint); Step #5: i64vec3 subgroupShuffleXor(i64vec3, uint); Step #5: i64vec4 subgroupShuffleXor(i64vec4, uint); Step #5: uint8_t subgroupShuffleXor(uint8_t, uint); Step #5: u8vec2 subgroupShuffleXor(u8vec2, uint); Step #5: u8vec3 subgroupShuffleXor(u8vec3, uint); Step #5: u8vec4 subgroupShuffleXor(u8vec4, uint); Step #5: uint16_t subgroupShuffleXor(uint16_t, uint); Step #5: u16vec2 subgroupShuffleXor(u16vec2, uint); Step #5: u16vec3 subgroupShuffleXor(u16vec3, uint); Step #5: u16vec4 subgroupShuffleXor(u16vec4, uint); Step #5: uint subgroupShuffleXor(uint, uint); Step #5: uvec2 subgroupShuffleXor(uvec2, uint); Step #5: uvec3 subgroupShuffleXor(uvec3, uint); Step #5: uvec4 subgroupShuffleXor(uvec4, uint); Step #5: uint64_t subgroupShuffleXor(uint64_t, uint); Step #5: u64vec2 subgroupShuffleXor(u64vec2, uint); Step #5: u64vec3 subgroupShuffleXor(u64vec3, uint); Step #5: u64vec4 subgroupShuffleXor(u64vec4, uint); Step #5: float subgroupShuffleUp(float, uint delta); Step #5: vec2 subgroupShuffleUp(vec2, uint delta); Step #5: vec3 subgroupShuffleUp(vec3, uint delta); Step #5: vec4 subgroupShuffleUp(vec4, uint delta); Step #5: float16_t subgroupShuffleUp(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleUp(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleUp(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleUp(f16vec4, uint delta); Step #5: bool subgroupShuffleUp(bool, uint delta); Step #5: bvec2 subgroupShuffleUp(bvec2, uint delta); Step #5: bvec3 subgroupShuffleUp(bvec3, uint delta); Step #5: bvec4 subgroupShuffleUp(bvec4, uint delta); Step #5: int8_t subgroupShuffleUp(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleUp(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleUp(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleUp(i8vec4, uint delta); Step #5: int16_t subgroupShuffleUp(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleUp(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleUp(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleUp(i16vec4, uint delta); Step #5: int subgroupShuffleUp(int, uint delta); Step #5: ivec2 subgroupShuffleUp(ivec2, uint delta); Step #5: ivec3 subgroupShuffleUp(ivec3, uint delta); Step #5: ivec4 subgroupShuffleUp(ivec4, uint delta); Step #5: int64_t subgroupShuffleUp(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleUp(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleUp(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleUp(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleUp(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleUp(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleUp(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleUp(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleUp(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleUp(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleUp(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleUp(u16vec4, uint delta); Step #5: uint subgroupShuffleUp(uint, uint delta); Step #5: uvec2 subgroupShuffleUp(uvec2, uint delta); Step #5: uvec3 subgroupShuffleUp(uvec3, uint delta); Step #5: uvec4 subgroupShuffleUp(uvec4, uint delta); Step #5: uint64_t subgroupShuffleUp(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleUp(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleUp(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleUp(u64vec4, uint delta); Step #5: float subgroupShuffleDown(float, uint delta); Step #5: vec2 subgroupShuffleDown(vec2, uint delta); Step #5: vec3 subgroupShuffleDown(vec3, uint delta); Step #5: vec4 subgroupShuffleDown(vec4, uint delta); Step #5: float16_t subgroupShuffleDown(float16_t, uint delta); Step #5: f16vec2 subgroupShuffleDown(f16vec2, uint delta); Step #5: f16vec3 subgroupShuffleDown(f16vec3, uint delta); Step #5: f16vec4 subgroupShuffleDown(f16vec4, uint delta); Step #5: bool subgroupShuffleDown(bool, uint delta); Step #5: bvec2 subgroupShuffleDown(bvec2, uint delta); Step #5: bvec3 subgroupShuffleDown(bvec3, uint delta); Step #5: bvec4 subgroupShuffleDown(bvec4, uint delta); Step #5: int8_t subgroupShuffleDown(int8_t, uint delta); Step #5: i8vec2 subgroupShuffleDown(i8vec2, uint delta); Step #5: i8vec3 subgroupShuffleDown(i8vec3, uint delta); Step #5: i8vec4 subgroupShuffleDown(i8vec4, uint delta); Step #5: int16_t subgroupShuffleDown(int16_t, uint delta); Step #5: i16vec2 subgroupShuffleDown(i16vec2, uint delta); Step #5: i16vec3 subgroupShuffleDown(i16vec3, uint delta); Step #5: i16vec4 subgroupShuffleDown(i16vec4, uint delta); Step #5: int subgroupShuffleDown(int, uint delta); Step #5: ivec2 subgroupShuffleDown(ivec2, uint delta); Step #5: ivec3 subgroupShuffleDown(ivec3, uint delta); Step #5: ivec4 subgroupShuffleDown(ivec4, uint delta); Step #5: int64_t subgroupShuffleDown(int64_t, uint delta); Step #5: i64vec2 subgroupShuffleDown(i64vec2, uint delta); Step #5: i64vec3 subgroupShuffleDown(i64vec3, uint delta); Step #5: i64vec4 subgroupShuffleDown(i64vec4, uint delta); Step #5: uint8_t subgroupShuffleDown(uint8_t, uint delta); Step #5: u8vec2 subgroupShuffleDown(u8vec2, uint delta); Step #5: u8vec3 subgroupShuffleDown(u8vec3, uint delta); Step #5: u8vec4 subgroupShuffleDown(u8vec4, uint delta); Step #5: uint16_t subgroupShuffleDown(uint16_t, uint delta); Step #5: u16vec2 subgroupShuffleDown(u16vec2, uint delta); Step #5: u16vec3 subgroupShuffleDown(u16vec3, uint delta); Step #5: u16vec4 subgroupShuffleDown(u16vec4, uint delta); Step #5: uint subgroupShuffleDown(uint, uint delta); Step #5: uvec2 subgroupShuffleDown(uvec2, uint delta); Step #5: uvec3 subgroupShuffleDown(uvec3, uint delta); Step #5: uvec4 subgroupShuffleDown(uvec4, uint delta); Step #5: uint64_t subgroupShuffleDown(uint64_t, uint delta); Step #5: u64vec2 subgroupShuffleDown(u64vec2, uint delta); Step #5: u64vec3 subgroupShuffleDown(u64vec3, uint delta); Step #5: u64vec4 subgroupShuffleDown(u64vec4, uint delta); Step #5: float subgroupRotate(float, uint); Step #5: vec2 subgroupRotate(vec2, uint); Step #5: vec3 subgroupRotate(vec3, uint); Step #5: vec4 subgroupRotate(vec4, uint); Step #5: float16_t subgroupRotate(float16_t, uint); Step #5: f16vec2 subgroupRotate(f16vec2, uint); Step #5: f16vec3 subgroupRotate(f16vec3, uint); Step #5: f16vec4 subgroupRotate(f16vec4, uint); Step #5: bool subgroupRotate(bool, uint); Step #5: bvec2 subgroupRotate(bvec2, uint); Step #5: bvec3 subgroupRotate(bvec3, uint); Step #5: bvec4 subgroupRotate(bvec4, uint); Step #5: int8_t subgroupRotate(int8_t, uint); Step #5: i8vec2 subgroupRotate(i8vec2, uint); Step #5: i8vec3 subgroupRotate(i8vec3, uint); Step #5: i8vec4 subgroupRotate(i8vec4, uint); Step #5: int16_t subgroupRotate(int16_t, uint); Step #5: i16vec2 subgroupRotate(i16vec2, uint); Step #5: i16vec3 subgroupRotate(i16vec3, uint); Step #5: i16vec4 subgroupRotate(i16vec4, uint); Step #5: int subgroupRotate(int, uint); Step #5: ivec2 subgroupRotate(ivec2, uint); Step #5: ivec3 subgroupRotate(ivec3, uint); Step #5: ivec4 subgroupRotate(ivec4, uint); Step #5: int64_t subgroupRotate(int64_t, uint); Step #5: i64vec2 subgroupRotate(i64vec2, uint); Step #5: i64vec3 subgroupRotate(i64vec3, uint); Step #5: i64vec4 subgroupRotate(i64vec4, uint); Step #5: uint8_t subgroupRotate(uint8_t, uint); Step #5: u8vec2 subgroupRotate(u8vec2, uint); Step #5: u8vec3 subgroupRotate(u8vec3, uint); Step #5: u8vec4 subgroupRotate(u8vec4, uint); Step #5: uint16_t subgroupRotate(uint16_t, uint); Step #5: u16vec2 subgroupRotate(u16vec2, uint); Step #5: u16vec3 subgroupRotate(u16vec3, uint); Step #5: u16vec4 subgroupRotate(u16vec4, uint); Step #5: uint subgroupRotate(uint, uint); Step #5: uvec2 subgroupRotate(uvec2, uint); Step #5: uvec3 subgroupRotate(uvec3, uint); Step #5: uvec4 subgroupRotate(uvec4, uint); Step #5: uint64_t subgroupRotate(uint64_t, uint); Step #5: u64vec2 subgroupRotate(u64vec2, uint); Step #5: u64vec3 subgroupRotate(u64vec3, uint); Step #5: u64vec4 subgroupRotate(u64vec4, uint); Step #5: float subgroupClusteredRotate(float, uint, uint); Step #5: vec2 subgroupClusteredRotate(vec2, uint, uint); Step #5: vec3 subgroupClusteredRotate(vec3, uint, uint); Step #5: vec4 subgroupClusteredRotate(vec4, uint, uint); Step #5: float16_t subgroupClusteredRotate(float16_t, uint, uint); Step #5: f16vec2 subgroupClusteredRotate(f16vec2, uint, uint); Step #5: f16vec3 subgroupClusteredRotate(f16vec3, uint, uint); Step #5: f16vec4 subgroupClusteredRotate(f16vec4, uint, uint); Step #5: bool subgroupClusteredRotate(bool, uint, uint); Step #5: bvec2 subgroupClusteredRotate(bvec2, uint, uint); Step #5: bvec3 subgroupClusteredRotate(bvec3, uint, uint); Step #5: bvec4 subgroupClusteredRotate(bvec4, uint, uint); Step #5: int8_t subgroupClusteredRotate(int8_t, uint, uint); Step #5: i8vec2 subgroupClusteredRotate(i8vec2, uint, uint); Step #5: i8vec3 subgroupClusteredRotate(i8vec3, uint, uint); Step #5: i8vec4 subgroupClusteredRotate(i8vec4, uint, uint); Step #5: int16_t subgroupClusteredRotate(int16_t, uint, uint); Step #5: i16vec2 subgroupClusteredRotate(i16vec2, uint, uint); Step #5: i16vec3 subgroupClusteredRotate(i16vec3, uint, uint); Step #5: i16vec4 subgroupClusteredRotate(i16vec4, uint, uint); Step #5: int subgroupClusteredRotate(int, uint, uint); Step #5: ivec2 subgroupClusteredRotate(ivec2, uint, uint); Step #5: ivec3 subgroupClusteredRotate(ivec3, uint, uint); Step #5: ivec4 subgroupClusteredRotate(ivec4, uint, uint); Step #5: int64_t subgroupClusteredRotate(int64_t, uint, uint); Step #5: i64vec2 subgroupClusteredRotate(i64vec2, uint, uint); Step #5: i64vec3 subgroupClusteredRotate(i64vec3, uint, uint); Step #5: i64vec4 subgroupClusteredRotate(i64vec4, uint, uint); Step #5: uint8_t subgroupClusteredRotate(uint8_t, uint, uint); Step #5: u8vec2 subgroupClusteredRotate(u8vec2, uint, uint); Step #5: u8vec3 subgroupClusteredRotate(u8vec3, uint, uint); Step #5: u8vec4 subgroupClusteredRotate(u8vec4, uint, uint); Step #5: uint16_t subgroupClusteredRotate(uint16_t, uint, uint); Step #5: u16vec2 subgroupClusteredRotate(u16vec2, uint, uint); Step #5: u16vec3 subgroupClusteredRotate(u16vec3, uint, uint); Step #5: u16vec4 subgroupClusteredRotate(u16vec4, uint, uint); Step #5: uint subgroupClusteredRotate(uint, uint, uint); Step #5: uvec2 subgroupClusteredRotate(uvec2, uint, uint); Step #5: uvec3 subgroupClusteredRotate(uvec3, uint, uint); Step #5: uvec4 subgroupClusteredRotate(uvec4, uint, uint); Step #5: uint64_t subgroupClusteredRotate(uint64_t, uint, uint); Step #5: u64vec2 subgroupClusteredRotate(u64vec2, uint, uint); Step #5: u64vec3 subgroupClusteredRotate(u64vec3, uint, uint); Step #5: u64vec4 subgroupClusteredRotate(u64vec4, uint, uint); Step #5: float subgroupAdd(float); Step #5: vec2 subgroupAdd(vec2); Step #5: vec3 subgroupAdd(vec3); Step #5: vec4 subgroupAdd(vec4); Step #5: float16_t subgroupAdd(float16_t); Step #5: f16vec2 subgroupAdd(f16vec2); Step #5: f16vec3 subgroupAdd(f16vec3); Step #5: f16vec4 subgroupAdd(f16vec4); Step #5: int8_t subgroupAdd(int8_t); Step #5: i8vec2 subgroupAdd(i8vec2); Step #5: i8vec3 subgroupAdd(i8vec3); Step #5: i8vec4 subgroupAdd(i8vec4); Step #5: int16_t subgroupAdd(int16_t); Step #5: i16vec2 subgroupAdd(i16vec2); Step #5: i16vec3 subgroupAdd(i16vec3); Step #5: i16vec4 subgroupAdd(i16vec4); Step #5: int subgroupAdd(int); Step #5: ivec2 subgroupAdd(ivec2); Step #5: ivec3 subgroupAdd(ivec3); Step #5: ivec4 subgroupAdd(ivec4); Step #5: int64_t subgroupAdd(int64_t); Step #5: i64vec2 subgroupAdd(i64vec2); Step #5: i64vec3 subgroupAdd(i64vec3); Step #5: i64vec4 subgroupAdd(i64vec4); Step #5: uint8_t subgroupAdd(uint8_t); Step #5: u8vec2 subgroupAdd(u8vec2); Step #5: u8vec3 subgroupAdd(u8vec3); Step #5: u8vec4 subgroupAdd(u8vec4); Step #5: uint16_t subgroupAdd(uint16_t); Step #5: u16vec2 subgroupAdd(u16vec2); Step #5: u16vec3 subgroupAdd(u16vec3); Step #5: u16vec4 subgroupAdd(u16vec4); Step #5: uint subgroupAdd(uint); Step #5: uvec2 subgroupAdd(uvec2); Step #5: uvec3 subgroupAdd(uvec3); Step #5: uvec4 subgroupAdd(uvec4); Step #5: uint64_t subgroupAdd(uint64_t); Step #5: u64vec2 subgroupAdd(u64vec2); Step #5: u64vec3 subgroupAdd(u64vec3); Step #5: u64vec4 subgroupAdd(u64vec4); Step #5: float subgroupMul(float); Step #5: vec2 subgroupMul(vec2); Step #5: vec3 subgroupMul(vec3); Step #5: vec4 subgroupMul(vec4); Step #5: float16_t subgroupMul(float16_t); Step #5: f16vec2 subgroupMul(f16vec2); Step #5: f16vec3 subgroupMul(f16vec3); Step #5: f16vec4 subgroupMul(f16vec4); Step #5: int8_t subgroupMul(int8_t); Step #5: i8vec2 subgroupMul(i8vec2); Step #5: i8vec3 subgroupMul(i8vec3); Step #5: i8vec4 subgroupMul(i8vec4); Step #5: int16_t subgroupMul(int16_t); Step #5: i16vec2 subgroupMul(i16vec2); Step #5: i16vec3 subgroupMul(i16vec3); Step #5: i16vec4 subgroupMul(i16vec4); Step #5: int subgroupMul(int); Step #5: ivec2 subgroupMul(ivec2); Step #5: ivec3 subgroupMul(ivec3); Step #5: ivec4 subgroupMul(ivec4); Step #5: int64_t subgroupMul(int64_t); Step #5: i64vec2 subgroupMul(i64vec2); Step #5: i64vec3 subgroupMul(i64vec3); Step #5: i64vec4 subgroupMul(i64vec4); Step #5: uint8_t subgroupMul(uint8_t); Step #5: u8vec2 subgroupMul(u8vec2); Step #5: u8vec3 subgroupMul(u8vec3); Step #5: u8vec4 subgroupMul(u8vec4); Step #5: uint16_t subgroupMul(uint16_t); Step #5: u16vec2 subgroupMul(u16vec2); Step #5: u16vec3 subgroupMul(u16vec3); Step #5: u16vec4 subgroupMul(u16vec4); Step #5: uint subgroupMul(uint); Step #5: uvec2 subgroupMul(uvec2); Step #5: uvec3 subgroupMul(uvec3); Step #5: uvec4 subgroupMul(uvec4); Step #5: uint64_t subgroupMul(uint64_t); Step #5: u64vec2 subgroupMul(u64vec2); Step #5: u64vec3 subgroupMul(u64vec3); Step #5: u64vec4 subgroupMul(u64vec4); Step #5: float subgroupMin(float); Step #5: vec2 subgroupMin(vec2); Step #5: vec3 subgroupMin(vec3); Step #5: vec4 subgroupMin(vec4); Step #5: float16_t subgroupMin(float16_t); Step #5: f16vec2 subgroupMin(f16vec2); Step #5: f16vec3 subgroupMin(f16vec3); Step #5: f16vec4 subgroupMin(f16vec4); Step #5: int8_t subgroupMin(int8_t); Step #5: i8vec2 subgroupMin(i8vec2); Step #5: i8vec3 subgroupMin(i8vec3); Step #5: i8vec4 subgroupMin(i8vec4); Step #5: int16_t subgroupMin(int16_t); Step #5: i16vec2 subgroupMin(i16vec2); Step #5: i16vec3 subgroupMin(i16vec3); Step #5: i16vec4 subgroupMin(i16vec4); Step #5: int subgroupMin(int); Step #5: ivec2 subgroupMin(ivec2); Step #5: ivec3 subgroupMin(ivec3); Step #5: ivec4 subgroupMin(ivec4); Step #5: int64_t subgroupMin(int64_t); Step #5: i64vec2 subgroupMin(i64vec2); Step #5: i64vec3 subgroupMin(i64vec3); Step #5: i64vec4 subgroupMin(i64vec4); Step #5: uint8_t subgroupMin(uint8_t); Step #5: u8vec2 subgroupMin(u8vec2); Step #5: u8vec3 subgroupMin(u8vec3); Step #5: u8vec4 subgroupMin(u8vec4); Step #5: uint16_t subgroupMin(uint16_t); Step #5: u16vec2 subgroupMin(u16vec2); Step #5: u16vec3 subgroupMin(u16vec3); Step #5: u16vec4 subgroupMin(u16vec4); Step #5: uint subgroupMin(uint); Step #5: uvec2 subgroupMin(uvec2); Step #5: uvec3 subgroupMin(uvec3); Step #5: uvec4 subgroupMin(uvec4); Step #5: uint64_t subgroupMin(uint64_t); Step #5: u64vec2 subgroupMin(u64vec2); Step #5: u64vec3 subgroupMin(u64vec3); Step #5: u64vec4 subgroupMin(u64vec4); Step #5: float subgroupMax(float); Step #5: vec2 subgroupMax(vec2); Step #5: vec3 subgroupMax(vec3); Step #5: vec4 subgroupMax(vec4); Step #5: float16_t subgroupMax(float16_t); Step #5: f16vec2 subgroupMax(f16vec2); Step #5: f16vec3 subgroupMax(f16vec3); Step #5: f16vec4 subgroupMax(f16vec4); Step #5: int8_t subgroupMax(int8_t); Step #5: i8vec2 subgroupMax(i8vec2); Step #5: i8vec3 subgroupMax(i8vec3); Step #5: i8vec4 subgroupMax(i8vec4); Step #5: int16_t subgroupMax(int16_t); Step #5: i16vec2 subgroupMax(i16vec2); Step #5: i16vec3 subgroupMax(i16vec3); Step #5: i16vec4 subgroupMax(i16vec4); Step #5: int subgroupMax(int); Step #5: ivec2 subgroupMax(ivec2); Step #5: ivec3 subgroupMax(ivec3); Step #5: ivec4 subgroupMax(ivec4); Step #5: int64_t subgroupMax(int64_t); Step #5: i64vec2 subgroupMax(i64vec2); Step #5: i64vec3 subgroupMax(i64vec3); Step #5: i64vec4 subgroupMax(i64vec4); Step #5: uint8_t subgroupMax(uint8_t); Step #5: u8vec2 subgroupMax(u8vec2); Step #5: u8vec3 subgroupMax(u8vec3); Step #5: u8vec4 subgroupMax(u8vec4); Step #5: uint16_t subgroupMax(uint16_t); Step #5: u16vec2 subgroupMax(u16vec2); Step #5: u16vec3 subgroupMax(u16vec3); Step #5: u16vec4 subgroupMax(u16vec4); Step #5: uint subgroupMax(uint); Step #5: uvec2 subgroupMax(uvec2); Step #5: uvec3 subgroupMax(uvec3); Step #5: uvec4 subgroupMax(uvec4); Step #5: uint64_t subgroupMax(uint64_t); Step #5: u64vec2 subgroupMax(u64vec2); Step #5: u64vec3 subgroupMax(u64vec3); Step #5: u64vec4 subgroupMax(u64vec4); Step #5: bool subgroupAnd(bool); Step #5: bvec2 subgroupAnd(bvec2); Step #5: bvec3 subgroupAnd(bvec3); Step #5: bvec4 subgroupAnd(bvec4); Step #5: int8_t subgroupAnd(int8_t); Step #5: i8vec2 subgroupAnd(i8vec2); Step #5: i8vec3 subgroupAnd(i8vec3); Step #5: i8vec4 subgroupAnd(i8vec4); Step #5: int16_t subgroupAnd(int16_t); Step #5: i16vec2 subgroupAnd(i16vec2); Step #5: i16vec3 subgroupAnd(i16vec3); Step #5: i16vec4 subgroupAnd(i16vec4); Step #5: int subgroupAnd(int); Step #5: ivec2 subgroupAnd(ivec2); Step #5: ivec3 subgroupAnd(ivec3); Step #5: ivec4 subgroupAnd(ivec4); Step #5: int64_t subgroupAnd(int64_t); Step #5: i64vec2 subgroupAnd(i64vec2); Step #5: i64vec3 subgroupAnd(i64vec3); Step #5: i64vec4 subgroupAnd(i64vec4); Step #5: uint8_t subgroupAnd(uint8_t); Step #5: u8vec2 subgroupAnd(u8vec2); Step #5: u8vec3 subgroupAnd(u8vec3); Step #5: u8vec4 subgroupAnd(u8vec4); Step #5: uint16_t subgroupAnd(uint16_t); Step #5: u16vec2 subgroupAnd(u16vec2); Step #5: u16vec3 subgroupAnd(u16vec3); Step #5: u16vec4 subgroupAnd(u16vec4); Step #5: uint subgroupAnd(uint); Step #5: uvec2 subgroupAnd(uvec2); Step #5: uvec3 subgroupAnd(uvec3); Step #5: uvec4 subgroupAnd(uvec4); Step #5: uint64_t subgroupAnd(uint64_t); Step #5: u64vec2 subgroupAnd(u64vec2); Step #5: u64vec3 subgroupAnd(u64vec3); Step #5: u64vec4 subgroupAnd(u64vec4); Step #5: bool subgroupOr(bool); Step #5: bvec2 subgroupOr(bvec2); Step #5: bvec3 subgroupOr(bvec3); Step #5: bvec4 subgroupOr(bvec4); Step #5: int8_t subgroupOr(int8_t); Step #5: i8vec2 subgroupOr(i8vec2); Step #5: i8vec3 subgroupOr(i8vec3); Step #5: i8vec4 subgroupOr(i8vec4); Step #5: int16_t subgroupOr(int16_t); Step #5: i16vec2 subgroupOr(i16vec2); Step #5: i16vec3 subgroupOr(i16vec3); Step #5: i16vec4 subgroupOr(i16vec4); Step #5: int subgroupOr(int); Step #5: ivec2 subgroupOr(ivec2); Step #5: ivec3 subgroupOr(ivec3); Step #5: ivec4 subgroupOr(ivec4); Step #5: int64_t subgroupOr(int64_t); Step #5: i64vec2 subgroupOr(i64vec2); Step #5: i64vec3 subgroupOr(i64vec3); Step #5: i64vec4 subgroupOr(i64vec4); Step #5: uint8_t subgroupOr(uint8_t); Step #5: u8vec2 subgroupOr(u8vec2); Step #5: u8vec3 subgroupOr(u8vec3); Step #5: u8vec4 subgroupOr(u8vec4); Step #5: uint16_t subgroupOr(uint16_t); Step #5: u16vec2 subgroupOr(u16vec2); Step #5: u16vec3 subgroupOr(u16vec3); Step #5: u16vec4 subgroupOr(u16vec4); Step #5: uint subgroupOr(uint); Step #5: uvec2 subgroupOr(uvec2); Step #5: uvec3 subgroupOr(uvec3); Step #5: uvec4 subgroupOr(uvec4); Step #5: uint64_t subgroupOr(uint64_t); Step #5: u64vec2 subgroupOr(u64vec2); Step #5: u64vec3 subgroupOr(u64vec3); Step #5: u64vec4 subgroupOr(u64vec4); Step #5: bool subgroupXor(bool); Step #5: bvec2 subgroupXor(bvec2); Step #5: bvec3 subgroupXor(bvec3); Step #5: bvec4 subgroupXor(bvec4); Step #5: int8_t subgroupXor(int8_t); Step #5: i8vec2 subgroupXor(i8vec2); Step #5: i8vec3 subgroupXor(i8vec3); Step #5: i8vec4 subgroupXor(i8vec4); Step #5: int16_t subgroupXor(int16_t); Step #5: i16vec2 subgroupXor(i16vec2); Step #5: i16vec3 subgroupXor(i16vec3); Step #5: i16vec4 subgroupXor(i16vec4); Step #5: int subgroupXor(int); Step #5: ivec2 subgroupXor(ivec2); Step #5: ivec3 subgroupXor(ivec3); Step #5: ivec4 subgroupXor(ivec4); Step #5: int64_t subgroupXor(int64_t); Step #5: i64vec2 subgroupXor(i64vec2); Step #5: i64vec3 subgroupXor(i64vec3); Step #5: i64vec4 subgroupXor(i64vec4); Step #5: uint8_t subgroupXor(uint8_t); Step #5: u8vec2 subgroupXor(u8vec2); Step #5: u8vec3 subgroupXor(u8vec3); Step #5: u8vec4 subgroupXor(u8vec4); Step #5: uint16_t subgroupXor(uint16_t); Step #5: u16vec2 subgroupXor(u16vec2); Step #5: u16vec3 subgroupXor(u16vec3); Step #5: u16vec4 subgroupXor(u16vec4); Step #5: uint subgroupXor(uint); Step #5: uvec2 subgroupXor(uvec2); Step #5: uvec3 subgroupXor(uvec3); Step #5: uvec4 subgroupXor(uvec4); Step #5: uint64_t subgroupXor(uint64_t); Step #5: u64vec2 subgroupXor(u64vec2); Step #5: u64vec3 subgroupXor(u64vec3); Step #5: u64vec4 subgroupXor(u64vec4); Step #5: float subgroupInclusiveAdd(float); Step #5: vec2 subgroupInclusiveAdd(vec2); Step #5: vec3 subgroupInclusiveAdd(vec3); Step #5: vec4 subgroupInclusiveAdd(vec4); Step #5: float16_t subgroupInclusiveAdd(float16_t); Step #5: f16vec2 subgroupInclusiveAdd(f16vec2); Step #5: f16vec3 subgroupInclusiveAdd(f16vec3); Step #5: f16vec4 subgroupInclusiveAdd(f16vec4); Step #5: int8_t subgroupInclusiveAdd(int8_t); Step #5: i8vec2 subgroupInclusiveAdd(i8vec2); Step #5: i8vec3 subgroupInclusiveAdd(i8vec3); Step #5: i8vec4 subgroupInclusiveAdd(i8vec4); Step #5: int16_t subgroupInclusiveAdd(int16_t); Step #5: i16vec2 subgroupInclusiveAdd(i16vec2); Step #5: i16vec3 subgroupInclusiveAdd(i16vec3); Step #5: i16vec4 subgroupInclusiveAdd(i16vec4); Step #5: int subgroupInclusiveAdd(int); Step #5: ivec2 subgroupInclusiveAdd(ivec2); Step #5: ivec3 subgroupInclusiveAdd(ivec3); Step #5: ivec4 subgroupInclusiveAdd(ivec4); Step #5: int64_t subgroupInclusiveAdd(int64_t); Step #5: i64vec2 subgroupInclusiveAdd(i64vec2); Step #5: i64vec3 subgroupInclusiveAdd(i64vec3); Step #5: i64vec4 subgroupInclusiveAdd(i64vec4); Step #5: uint8_t subgroupInclusiveAdd(uint8_t); Step #5: u8vec2 subgroupInclusiveAdd(u8vec2); Step #5: u8vec3 subgroupInclusiveAdd(u8vec3); Step #5: u8vec4 subgroupInclusiveAdd(u8vec4); Step #5: uint16_t subgroupInclusiveAdd(uint16_t); Step #5: u16vec2 subgroupInclusiveAdd(u16vec2); Step #5: u16vec3 subgroupInclusiveAdd(u16vec3); Step #5: u16vec4 subgroupInclusiveAdd(u16vec4); Step #5: uint subgroupInclusiveAdd(uint); Step #5: uvec2 subgroupInclusiveAdd(uvec2); Step #5: uvec3 subgroupInclusiveAdd(uvec3); Step #5: uvec4 subgroupInclusiveAdd(uvec4); Step #5: uint64_t subgroupInclusiveAdd(uint64_t); Step #5: u64vec2 subgroupInclusiveAdd(u64vec2); Step #5: u64vec3 subgroupInclusiveAdd(u64vec3); Step #5: u64vec4 subgroupInclusiveAdd(u64vec4); Step #5: float subgroupInclusiveMul(float); Step #5: vec2 subgroupInclusiveMul(vec2); Step #5: vec3 subgroupInclusiveMul(vec3); Step #5: vec4 subgroupInclusiveMul(vec4); Step #5: float16_t subgroupInclusiveMul(float16_t); Step #5: f16vec2 subgroupInclusiveMul(f16vec2); Step #5: f16vec3 subgroupInclusiveMul(f16vec3); Step #5: f16vec4 subgroupInclusiveMul(f16vec4); Step #5: int8_t subgroupInclusiveMul(int8_t); Step #5: i8vec2 subgroupInclusiveMul(i8vec2); Step #5: i8vec3 subgroupInclusiveMul(i8vec3); Step #5: i8vec4 subgroupInclusiveMul(i8vec4); Step #5: int16_t subgroupInclusiveMul(int16_t); Step #5: i16vec2 subgroupInclusiveMul(i16vec2); Step #5: i16vec3 subgroupInclusiveMul(i16vec3); Step #5: i16vec4 subgroupInclusiveMul(i16vec4); Step #5: int subgroupInclusiveMul(int); Step #5: ivec2 subgroupInclusiveMul(ivec2); Step #5: ivec3 subgroupInclusiveMul(ivec3); Step #5: ivec4 subgroupInclusiveMul(ivec4); Step #5: int64_t subgroupInclusiveMul(int64_t); Step #5: i64vec2 subgroupInclusiveMul(i64vec2); Step #5: i64vec3 subgroupInclusiveMul(i64vec3); Step #5: i64vec4 subgroupInclusiveMul(i64vec4); Step #5: uint8_t subgroupInclusiveMul(uint8_t); Step #5: u8vec2 subgroupInclusiveMul(u8vec2); Step #5: u8vec3 subgroupInclusiveMul(u8vec3); Step #5: u8vec4 subgroupInclusiveMul(u8vec4); Step #5: uint16_t subgroupInclusiveMul(uint16_t); Step #5: u16vec2 subgroupInclusiveMul(u16vec2); Step #5: u16vec3 subgroupInclusiveMul(u16vec3); Step #5: u16vec4 subgroupInclusiveMul(u16vec4); Step #5: uint subgroupInclusiveMul(uint); Step #5: uvec2 subgroupInclusiveMul(uvec2); Step #5: uvec3 subgroupInclusiveMul(uvec3); Step #5: uvec4 subgroupInclusiveMul(uvec4); Step #5: uint64_t subgroupInclusiveMul(uint64_t); Step #5: u64vec2 subgroupInclusiveMul(u64vec2); Step #5: u64vec3 subgroupInclusiveMul(u64vec3); Step #5: u64vec4 subgroupInclusiveMul(u64vec4); Step #5: float subgroupInclusiveMin(float); Step #5: vec2 subgroupInclusiveMin(vec2); Step #5: vec3 subgroupInclusiveMin(vec3); Step #5: vec4 subgroupInclusiveMin(vec4); Step #5: float16_t subgroupInclusiveMin(float16_t); Step #5: f16vec2 subgroupInclusiveMin(f16vec2); Step #5: f16vec3 subgroupInclusiveMin(f16vec3); Step #5: f16vec4 subgroupInclusiveMin(f16vec4); Step #5: int8_t subgroupInclusiveMin(int8_t); Step #5: i8vec2 subgroupInclusiveMin(i8vec2); Step #5: i8vec3 subgroupInclusiveMin(i8vec3); Step #5: i8vec4 subgroupInclusiveMin(i8vec4); Step #5: int16_t subgroupInclusiveMin(int16_t); Step #5: i16vec2 subgroupInclusiveMin(i16vec2); Step #5: i16vec3 subgroupInclusiveMin(i16vec3); Step #5: i16vec4 subgroupInclusiveMin(i16vec4); Step #5: int subgroupInclusiveMin(int); Step #5: ivec2 subgroupInclusiveMin(ivec2); Step #5: ivec3 subgroupInclusiveMin(ivec3); Step #5: ivec4 subgroupInclusiveMin(ivec4); Step #5: int64_t subgroupInclusiveMin(int64_t); Step #5: i64vec2 subgroupInclusiveMin(i64vec2); Step #5: i64vec3 subgroupInclusiveMin(i64vec3); Step #5: i64vec4 subgroupInclusiveMin(i64vec4); Step #5: uint8_t subgroupInclusiveMin(uint8_t); Step #5: u8vec2 subgroupInclusiveMin(u8vec2); Step #5: u8vec3 subgroupInclusiveMin(u8vec3); Step #5: u8vec4 subgroupInclusiveMin(u8vec4); Step #5: uint16_t subgroupInclusiveMin(uint16_t); Step #5: u16vec2 subgroupInclusiveMin(u16vec2); Step #5: u16vec3 subgroupInclusiveMin(u16vec3); Step #5: u16vec4 subgroupInclusiveMin(u16vec4); Step #5: uint subgroupInclusiveMin(uint); Step #5: uvec2 subgroupInclusiveMin(uvec2); Step #5: uvec3 subgroupInclusiveMin(uvec3); Step #5: uvec4 subgroupInclusiveMin(uvec4); Step #5: uint64_t subgroupInclusiveMin(uint64_t); Step #5: u64vec2 subgroupInclusiveMin(u64vec2); Step #5: u64vec3 subgroupInclusiveMin(u64vec3); Step #5: u64vec4 subgroupInclusiveMin(u64vec4); Step #5: float subgroupInclusiveMax(float); Step #5: vec2 subgroupInclusiveMax(vec2); Step #5: vec3 subgroupInclusiveMax(vec3); Step #5: vec4 subgroupInclusiveMax(vec4); Step #5: float16_t subgroupInclusiveMax(float16_t); Step #5: f16vec2 subgroupInclusiveMax(f16vec2); Step #5: f16vec3 subgroupInclusiveMax(f16vec3); Step #5: f16vec4 subgroupInclusiveMax(f16vec4); Step #5: int8_t subgroupInclusiveMax(int8_t); Step #5: i8vec2 subgroupInclusiveMax(i8vec2); Step #5: i8vec3 subgroupInclusiveMax(i8vec3); Step #5: i8vec4 subgroupInclusiveMax(i8vec4); Step #5: int16_t subgroupInclusiveMax(int16_t); Step #5: i16vec2 subgroupInclusiveMax(i16vec2); Step #5: i16vec3 subgroupInclusiveMax(i16vec3); Step #5: i16vec4 subgroupInclusiveMax(i16vec4); Step #5: int subgroupInclusiveMax(int); Step #5: ivec2 subgroupInclusiveMax(ivec2); Step #5: ivec3 subgroupInclusiveMax(ivec3); Step #5: ivec4 subgroupInclusiveMax(ivec4); Step #5: int64_t subgroupInclusiveMax(int64_t); Step #5: i64vec2 subgroupInclusiveMax(i64vec2); Step #5: i64vec3 subgroupInclusiveMax(i64vec3); Step #5: i64vec4 subgroupInclusiveMax(i64vec4); Step #5: uint8_t subgroupInclusiveMax(uint8_t); Step #5: u8vec2 subgroupInclusiveMax(u8vec2); Step #5: u8vec3 subgroupInclusiveMax(u8vec3); Step #5: u8vec4 subgroupInclusiveMax(u8vec4); Step #5: uint16_t subgroupInclusiveMax(uint16_t); Step #5: u16vec2 subgroupInclusiveMax(u16vec2); Step #5: u16vec3 subgroupInclusiveMax(u16vec3); Step #5: u16vec4 subgroupInclusiveMax(u16vec4); Step #5: uint subgroupInclusiveMax(uint); Step #5: uvec2 subgroupInclusiveMax(uvec2); Step #5: uvec3 subgroupInclusiveMax(uvec3); Step #5: uvec4 subgroupInclusiveMax(uvec4); Step #5: uint64_t subgroupInclusiveMax(uint64_t); Step #5: u64vec2 subgroupInclusiveMax(u64vec2); Step #5: u64vec3 subgroupInclusiveMax(u64vec3); Step #5: u64vec4 subgroupInclusiveMax(u64vec4); Step #5: bool subgroupInclusiveAnd(bool); Step #5: bvec2 subgroupInclusiveAnd(bvec2); Step #5: bvec3 subgroupInclusiveAnd(bvec3); Step #5: bvec4 subgroupInclusiveAnd(bvec4); Step #5: int8_t subgroupInclusiveAnd(int8_t); Step #5: i8vec2 subgroupInclusiveAnd(i8vec2); Step #5: i8vec3 subgroupInclusiveAnd(i8vec3); Step #5: i8vec4 subgroupInclusiveAnd(i8vec4); Step #5: int16_t subgroupInclusiveAnd(int16_t); Step #5: i16vec2 subgroupInclusiveAnd(i16vec2); Step #5: i16vec3 subgroupInclusiveAnd(i16vec3); Step #5: i16vec4 subgroupInclusiveAnd(i16vec4); Step #5: int subgroupInclusiveAnd(int); Step #5: ivec2 subgroupInclusiveAnd(ivec2); Step #5: ivec3 subgroupInclusiveAnd(ivec3); Step #5: ivec4 subgroupInclusiveAnd(ivec4); Step #5: int64_t subgroupInclusiveAnd(int64_t); Step #5: i64vec2 subgroupInclusiveAnd(i64vec2); Step #5: i64vec3 subgroupInclusiveAnd(i64vec3); Step #5: i64vec4 subgroupInclusiveAnd(i64vec4); Step #5: uint8_t subgroupInclusiveAnd(uint8_t); Step #5: u8vec2 subgroupInclusiveAnd(u8vec2); Step #5: u8vec3 subgroupInclusiveAnd(u8vec3); Step #5: u8vec4 subgroupInclusiveAnd(u8vec4); Step #5: uint16_t subgroupInclusiveAnd(uint16_t); Step #5: u16vec2 subgroupInclusiveAnd(u16vec2); Step #5: u16vec3 subgroupInclusiveAnd(u16vec3); Step #5: u16vec4 subgroupInclusiveAnd(u16vec4); Step #5: uint subgroupInclusiveAnd(uint); Step #5: uvec2 subgroupInclusiveAnd(uvec2); Step #5: uvec3 subgroupInclusiveAnd(uvec3); Step #5: uvec4 subgroupInclusiveAnd(uvec4); Step #5: uint64_t subgroupInclusiveAnd(uint64_t); Step #5: u64vec2 subgroupInclusiveAnd(u64vec2); Step #5: u64vec3 subgroupInclusiveAnd(u64vec3); Step #5: u64vec4 subgroupInclusiveAnd(u64vec4); Step #5: bool subgroupInclusiveOr(bool); Step #5: bvec2 subgroupInclusiveOr(bvec2); Step #5: bvec3 subgroupInclusiveOr(bvec3); Step #5: bvec4 subgroupInclusiveOr(bvec4); Step #5: int8_t subgroupInclusiveOr(int8_t); Step #5: i8vec2 subgroupInclusiveOr(i8vec2); Step #5: i8vec3 subgroupInclusiveOr(i8vec3); Step #5: i8vec4 subgroupInclusiveOr(i8vec4); Step #5: int16_t subgroupInclusiveOr(int16_t); Step #5: i16vec2 subgroupInclusiveOr(i16vec2); Step #5: i16vec3 subgroupInclusiveOr(i16vec3); Step #5: i16vec4 subgroupInclusiveOr(i16vec4); Step #5: int subgroupInclusiveOr(int); Step #5: ivec2 subgroupInclusiveOr(ivec2); Step #5: ivec3 subgroupInclusiveOr(ivec3); Step #5: ivec4 subgroupInclusiveOr(ivec4); Step #5: int64_t subgroupInclusiveOr(int64_t); Step #5: i64vec2 subgroupInclusiveOr(i64vec2); Step #5: i64vec3 subgroupInclusiveOr(i64vec3); Step #5: i64vec4 subgroupInclusiveOr(i64vec4); Step #5: uint8_t subgroupInclusiveOr(uint8_t); Step #5: u8vec2 subgroupInclusiveOr(u8vec2); Step #5: u8vec3 subgroupInclusiveOr(u8vec3); Step #5: u8vec4 subgroupInclusiveOr(u8vec4); Step #5: uint16_t subgroupInclusiveOr(uint16_t); Step #5: u16vec2 subgroupInclusiveOr(u16vec2); Step #5: u16vec3 subgroupInclusiveOr(u16vec3); Step #5: u16vec4 subgroupInclusiveOr(u16vec4); Step #5: uint subgroupInclusiveOr(uint); Step #5: uvec2 subgroupInclusiveOr(uvec2); Step #5: uvec3 subgroupInclusiveOr(uvec3); Step #5: uvec4 subgroupInclusiveOr(uvec4); Step #5: uint64_t subgroupInclusiveOr(uint64_t); Step #5: u64vec2 subgroupInclusiveOr(u64vec2); Step #5: u64vec3 subgroupInclusiveOr(u64vec3); Step #5: u64vec4 subgroupInclusiveOr(u64vec4); Step #5: bool subgroupInclusiveXor(bool); Step #5: bvec2 subgroupInclusiveXor(bvec2); Step #5: bvec3 subgroupInclusiveXor(bvec3); Step #5: bvec4 subgroupInclusiveXor(bvec4); Step #5: int8_t subgroupInclusiveXor(int8_t); Step #5: i8vec2 subgroupInclusiveXor(i8vec2); Step #5: i8vec3 subgroupInclusiveXor(i8vec3); Step #5: i8vec4 subgroupInclusiveXor(i8vec4); Step #5: int16_t subgroupInclusiveXor(int16_t); Step #5: i16vec2 subgroupInclusiveXor(i16vec2); Step #5: i16vec3 subgroupInclusiveXor(i16vec3); Step #5: i16vec4 subgroupInclusiveXor(i16vec4); Step #5: int subgroupInclusiveXor(int); Step #5: ivec2 subgroupInclusiveXor(ivec2); Step #5: ivec3 subgroupInclusiveXor(ivec3); Step #5: ivec4 subgroupInclusiveXor(ivec4); Step #5: int64_t subgroupInclusiveXor(int64_t); Step #5: i64vec2 subgroupInclusiveXor(i64vec2); Step #5: i64vec3 subgroupInclusiveXor(i64vec3); Step #5: i64vec4 subgroupInclusiveXor(i64vec4); Step #5: uint8_t subgroupInclusiveXor(uint8_t); Step #5: u8vec2 subgroupInclusiveXor(u8vec2); Step #5: u8vec3 subgroupInclusiveXor(u8vec3); Step #5: u8vec4 subgroupInclusiveXor(u8vec4); Step #5: uint16_t subgroupInclusiveXor(uint16_t); Step #5: u16vec2 subgroupInclusiveXor(u16vec2); Step #5: u16vec3 subgroupInclusiveXor(u16vec3); Step #5: u16vec4 subgroupInclusiveXor(u16vec4); Step #5: uint subgroupInclusiveXor(uint); Step #5: uvec2 subgroupInclusiveXor(uvec2); Step #5: uvec3 subgroupInclusiveXor(uvec3); Step #5: uvec4 subgroupInclusiveXor(uvec4); Step #5: uint64_t subgroupInclusiveXor(uint64_t); Step #5: u64vec2 subgroupInclusiveXor(u64vec2); Step #5: u64vec3 subgroupInclusiveXor(u64vec3); Step #5: u64vec4 subgroupInclusiveXor(u64vec4); Step #5: float subgroupExclusiveAdd(float); Step #5: vec2 subgroupExclusiveAdd(vec2); Step #5: vec3 subgroupExclusiveAdd(vec3); Step #5: vec4 subgroupExclusiveAdd(vec4); Step #5: float16_t subgroupExclusiveAdd(float16_t); Step #5: f16vec2 subgroupExclusiveAdd(f16vec2); Step #5: f16vec3 subgroupExclusiveAdd(f16vec3); Step #5: f16vec4 subgroupExclusiveAdd(f16vec4); Step #5: int8_t subgroupExclusiveAdd(int8_t); Step #5: i8vec2 subgroupExclusiveAdd(i8vec2); Step #5: i8vec3 subgroupExclusiveAdd(i8vec3); Step #5: i8vec4 subgroupExclusiveAdd(i8vec4); Step #5: int16_t subgroupExclusiveAdd(int16_t); Step #5: i16vec2 subgroupExclusiveAdd(i16vec2); Step #5: i16vec3 subgroupExclusiveAdd(i16vec3); Step #5: i16vec4 subgroupExclusiveAdd(i16vec4); Step #5: int subgroupExclusiveAdd(int); Step #5: ivec2 subgroupExclusiveAdd(ivec2); Step #5: ivec3 subgroupExclusiveAdd(ivec3); Step #5: ivec4 subgroupExclusiveAdd(ivec4); Step #5: int64_t subgroupExclusiveAdd(int64_t); Step #5: i64vec2 subgroupExclusiveAdd(i64vec2); Step #5: i64vec3 subgroupExclusiveAdd(i64vec3); Step #5: i64vec4 subgroupExclusiveAdd(i64vec4); Step #5: uint8_t subgroupExclusiveAdd(uint8_t); Step #5: u8vec2 subgroupExclusiveAdd(u8vec2); Step #5: u8vec3 subgroupExclusiveAdd(u8vec3); Step #5: u8vec4 subgroupExclusiveAdd(u8vec4); Step #5: uint16_t subgroupExclusiveAdd(uint16_t); Step #5: u16vec2 subgroupExclusiveAdd(u16vec2); Step #5: u16vec3 subgroupExclusiveAdd(u16vec3); Step #5: u16vec4 subgroupExclusiveAdd(u16vec4); Step #5: uint subgroupExclusiveAdd(uint); Step #5: uvec2 subgroupExclusiveAdd(uvec2); Step #5: uvec3 subgroupExclusiveAdd(uvec3); Step #5: uvec4 subgroupExclusiveAdd(uvec4); Step #5: uint64_t subgroupExclusiveAdd(uint64_t); Step #5: u64vec2 subgroupExclusiveAdd(u64vec2); Step #5: u64vec3 subgroupExclusiveAdd(u64vec3); Step #5: u64vec4 subgroupExclusiveAdd(u64vec4); Step #5: float subgroupExclusiveMul(float); Step #5: vec2 subgroupExclusiveMul(vec2); Step #5: vec3 subgroupExclusiveMul(vec3); Step #5: vec4 subgroupExclusiveMul(vec4); Step #5: float16_t subgroupExclusiveMul(float16_t); Step #5: f16vec2 subgroupExclusiveMul(f16vec2); Step #5: f16vec3 subgroupExclusiveMul(f16vec3); Step #5: f16vec4 subgroupExclusiveMul(f16vec4); Step #5: int8_t subgroupExclusiveMul(int8_t); Step #5: i8vec2 subgroupExclusiveMul(i8vec2); Step #5: i8vec3 subgroupExclusiveMul(i8vec3); Step #5: i8vec4 subgroupExclusiveMul(i8vec4); Step #5: int16_t subgroupExclusiveMul(int16_t); Step #5: i16vec2 subgroupExclusiveMul(i16vec2); Step #5: i16vec3 subgroupExclusiveMul(i16vec3); Step #5: i16vec4 subgroupExclusiveMul(i16vec4); Step #5: int subgroupExclusiveMul(int); Step #5: ivec2 subgroupExclusiveMul(ivec2); Step #5: ivec3 subgroupExclusiveMul(ivec3); Step #5: ivec4 subgroupExclusiveMul(ivec4); Step #5: int64_t subgroupExclusiveMul(int64_t); Step #5: i64vec2 subgroupExclusiveMul(i64vec2); Step #5: i64vec3 subgroupExclusiveMul(i64vec3); Step #5: i64vec4 subgroupExclusiveMul(i64vec4); Step #5: uint8_t subgroupExclusiveMul(uint8_t); Step #5: u8vec2 subgroupExclusiveMul(u8vec2); Step #5: u8vec3 subgroupExclusiveMul(u8vec3); Step #5: u8vec4 subgroupExclusiveMul(u8vec4); Step #5: uint16_t subgroupExclusiveMul(uint16_t); Step #5: u16vec2 subgroupExclusiveMul(u16vec2); Step #5: u16vec3 subgroupExclusiveMul(u16vec3); Step #5: u16vec4 subgroupExclusiveMul(u16vec4); Step #5: uint subgroupExclusiveMul(uint); Step #5: uvec2 subgroupExclusiveMul(uvec2); Step #5: uvec3 subgroupExclusiveMul(uvec3); Step #5: uvec4 subgroupExclusiveMul(uvec4); Step #5: uint64_t subgroupExclusiveMul(uint64_t); Step #5: u64vec2 subgroupExclusiveMul(u64vec2); Step #5: u64vec3 subgroupExclusiveMul(u64vec3); Step #5: u64vec4 subgroupExclusiveMul(u64vec4); Step #5: float subgroupExclusiveMin(float); Step #5: vec2 subgroupExclusiveMin(vec2); Step #5: vec3 subgroupExclusiveMin(vec3); Step #5: vec4 subgroupExclusiveMin(vec4); Step #5: float16_t subgroupExclusiveMin(float16_t); Step #5: f16vec2 subgroupExclusiveMin(f16vec2); Step #5: f16vec3 subgroupExclusiveMin(f16vec3); Step #5: f16vec4 subgroupExclusiveMin(f16vec4); Step #5: int8_t subgroupExclusiveMin(int8_t); Step #5: i8vec2 subgroupExclusiveMin(i8vec2); Step #5: i8vec3 subgroupExclusiveMin(i8vec3); Step #5: i8vec4 subgroupExclusiveMin(i8vec4); Step #5: int16_t subgroupExclusiveMin(int16_t); Step #5: i16vec2 subgroupExclusiveMin(i16vec2); Step #5: i16vec3 subgroupExclusiveMin(i16vec3); Step #5: i16vec4 subgroupExclusiveMin(i16vec4); Step #5: int subgroupExclusiveMin(int); Step #5: ivec2 subgroupExclusiveMin(ivec2); Step #5: ivec3 subgroupExclusiveMin(ivec3); Step #5: ivec4 subgroupExclusiveMin(ivec4); Step #5: int64_t subgroupExclusiveMin(int64_t); Step #5: i64vec2 subgroupExclusiveMin(i64vec2); Step #5: i64vec3 subgroupExclusiveMin(i64vec3); Step #5: i64vec4 subgroupExclusiveMin(i64vec4); Step #5: uint8_t subgroupExclusiveMin(uint8_t); Step #5: u8vec2 subgroupExclusiveMin(u8vec2); Step #5: u8vec3 subgroupExclusiveMin(u8vec3); Step #5: u8vec4 subgroupExclusiveMin(u8vec4); Step #5: uint16_t subgroupExclusiveMin(uint16_t); Step #5: u16vec2 subgroupExclusiveMin(u16vec2); Step #5: u16vec3 subgroupExclusiveMin(u16vec3); Step #5: u16vec4 subgroupExclusiveMin(u16vec4); Step #5: uint subgroupExclusiveMin(uint); Step #5: uvec2 subgroupExclusiveMin(uvec2); Step #5: uvec3 subgroupExclusiveMin(uvec3); Step #5: uvec4 subgroupExclusiveMin(uvec4); Step #5: uint64_t subgroupExclusiveMin(uint64_t); Step #5: u64vec2 subgroupExclusiveMin(u64vec2); Step #5: u64vec3 subgroupExclusiveMin(u64vec3); Step #5: u64vec4 subgroupExclusiveMin(u64vec4); Step #5: float subgroupExclusiveMax(float); Step #5: vec2 subgroupExclusiveMax(vec2); Step #5: vec3 subgroupExclusiveMax(vec3); Step #5: vec4 subgroupExclusiveMax(vec4); Step #5: float16_t subgroupExclusiveMax(float16_t); Step #5: f16vec2 subgroupExclusiveMax(f16vec2); Step #5: f16vec3 subgroupExclusiveMax(f16vec3); Step #5: f16vec4 subgroupExclusiveMax(f16vec4); Step #5: int8_t subgroupExclusiveMax(int8_t); Step #5: i8vec2 subgroupExclusiveMax(i8vec2); Step #5: i8vec3 subgroupExclusiveMax(i8vec3); Step #5: i8vec4 subgroupExclusiveMax(i8vec4); Step #5: int16_t subgroupExclusiveMax(int16_t); Step #5: i16vec2 subgroupExclusiveMax(i16vec2); Step #5: i16vec3 subgroupExclusiveMax(i16vec3); Step #5: i16vec4 subgroupExclusiveMax(i16vec4); Step #5: int subgroupExclusiveMax(int); Step #5: ivec2 subgroupExclusiveMax(ivec2); Step #5: ivec3 subgroupExclusiveMax(ivec3); Step #5: ivec4 subgroupExclusiveMax(ivec4); Step #5: int64_t subgroupExclusiveMax(int64_t); Step #5: i64vec2 subgroupExclusiveMax(i64vec2); Step #5: i64vec3 subgroupExclusiveMax(i64vec3); Step #5: i64vec4 subgroupExclusiveMax(i64vec4); Step #5: uint8_t subgroupExclusiveMax(uint8_t); Step #5: u8vec2 subgroupExclusiveMax(u8vec2); Step #5: u8vec3 subgroupExclusiveMax(u8vec3); Step #5: u8vec4 subgroupExclusiveMax(u8vec4); Step #5: uint16_t subgroupExclusiveMax(uint16_t); Step #5: u16vec2 subgroupExclusiveMax(u16vec2); Step #5: u16vec3 subgroupExclusiveMax(u16vec3); Step #5: u16vec4 subgroupExclusiveMax(u16vec4); Step #5: uint subgroupExclusiveMax(uint); Step #5: uvec2 subgroupExclusiveMax(uvec2); Step #5: uvec3 subgroupExclusiveMax(uvec3); Step #5: uvec4 subgroupExclusiveMax(uvec4); Step #5: uint64_t subgroupExclusiveMax(uint64_t); Step #5: u64vec2 subgroupExclusiveMax(u64vec2); Step #5: u64vec3 subgroupExclusiveMax(u64vec3); Step #5: u64vec4 subgroupExclusiveMax(u64vec4); Step #5: bool subgroupExclusiveAnd(bool); Step #5: bvec2 subgroupExclusiveAnd(bvec2); Step #5: bvec3 subgroupExclusiveAnd(bvec3); Step #5: bvec4 subgroupExclusiveAnd(bvec4); Step #5: int8_t subgroupExclusiveAnd(int8_t); Step #5: i8vec2 subgroupExclusiveAnd(i8vec2); Step #5: i8vec3 subgroupExclusiveAnd(i8vec3); Step #5: i8vec4 subgroupExclusiveAnd(i8vec4); Step #5: int16_t subgroupExclusiveAnd(int16_t); Step #5: i16vec2 subgroupExclusiveAnd(i16vec2); Step #5: i16vec3 subgroupExclusiveAnd(i16vec3); Step #5: i16vec4 subgroupExclusiveAnd(i16vec4); Step #5: int subgroupExclusiveAnd(int); Step #5: ivec2 subgroupExclusiveAnd(ivec2); Step #5: ivec3 subgroupExclusiveAnd(ivec3); Step #5: ivec4 subgroupExclusiveAnd(ivec4); Step #5: int64_t subgroupExclusiveAnd(int64_t); Step #5: i64vec2 subgroupExclusiveAnd(i64vec2); Step #5: i64vec3 subgroupExclusiveAnd(i64vec3); Step #5: i64vec4 subgroupExclusiveAnd(i64vec4); Step #5: uint8_t subgroupExclusiveAnd(uint8_t); Step #5: u8vec2 subgroupExclusiveAnd(u8vec2); Step #5: u8vec3 subgroupExclusiveAnd(u8vec3); Step #5: u8vec4 subgroupExclusiveAnd(u8vec4); Step #5: uint16_t subgroupExclusiveAnd(uint16_t); Step #5: u16vec2 subgroupExclusiveAnd(u16vec2); Step #5: u16vec3 subgroupExclusiveAnd(u16vec3); Step #5: u16vec4 subgroupExclusiveAnd(u16vec4); Step #5: uint subgroupExclusiveAnd(uint); Step #5: uvec2 subgroupExclusiveAnd(uvec2); Step #5: uvec3 subgroupExclusiveAnd(uvec3); Step #5: uvec4 subgroupExclusiveAnd(uvec4); Step #5: uint64_t subgroupExclusiveAnd(uint64_t); Step #5: u64vec2 subgroupExclusiveAnd(u64vec2); Step #5: u64vec3 subgroupExclusiveAnd(u64vec3); Step #5: u64vec4 subgroupExclusiveAnd(u64vec4); Step #5: bool subgroupExclusiveOr(bool); Step #5: bvec2 subgroupExclusiveOr(bvec2); Step #5: bvec3 subgroupExclusiveOr(bvec3); Step #5: bvec4 subgroupExclusiveOr(bvec4); Step #5: int8_t subgroupExclusiveOr(int8_t); Step #5: i8vec2 subgroupExclusiveOr(i8vec2); Step #5: i8vec3 subgroupExclusiveOr(i8vec3); Step #5: i8vec4 subgroupExclusiveOr(i8vec4); Step #5: int16_t subgroupExclusiveOr(int16_t); Step #5: i16vec2 subgroupExclusiveOr(i16vec2); Step #5: i16vec3 subgroupExclusiveOr(i16vec3); Step #5: i16vec4 subgroupExclusiveOr(i16vec4); Step #5: int subgroupExclusiveOr(int); Step #5: ivec2 subgroupExclusiveOr(ivec2); Step #5: ivec3 subgroupExclusiveOr(ivec3); Step #5: ivec4 subgroupExclusiveOr(ivec4); Step #5: int64_t subgroupExclusiveOr(int64_t); Step #5: i64vec2 subgroupExclusiveOr(i64vec2); Step #5: i64vec3 subgroupExclusiveOr(i64vec3); Step #5: i64vec4 subgroupExclusiveOr(i64vec4); Step #5: uint8_t subgroupExclusiveOr(uint8_t); Step #5: u8vec2 subgroupExclusiveOr(u8vec2); Step #5: u8vec3 subgroupExclusiveOr(u8vec3); Step #5: u8vec4 subgroupExclusiveOr(u8vec4); Step #5: uint16_t subgroupExclusiveOr(uint16_t); Step #5: u16vec2 subgroupExclusiveOr(u16vec2); Step #5: u16vec3 subgroupExclusiveOr(u16vec3); Step #5: u16vec4 subgroupExclusiveOr(u16vec4); Step #5: uint subgroupExclusiveOr(uint); Step #5: uvec2 subgroupExclusiveOr(uvec2); Step #5: uvec3 subgroupExclusiveOr(uvec3); Step #5: uvec4 subgroupExclusiveOr(uvec4); Step #5: uint64_t subgroupExclusiveOr(uint64_t); Step #5: u64vec2 subgroupExclusiveOr(u64vec2); Step #5: u64vec3 subgroupExclusiveOr(u64vec3); Step #5: u64vec4 subgroupExclusiveOr(u64vec4); Step #5: bool subgroupExclusiveXor(bool); Step #5: bvec2 subgroupExclusiveXor(bvec2); Step #5: bvec3 subgroupExclusiveXor(bvec3); Step #5: bvec4 subgroupExclusiveXor(bvec4); Step #5: int8_t subgroupExclusiveXor(int8_t); Step #5: i8vec2 subgroupExclusiveXor(i8vec2); Step #5: i8vec3 subgroupExclusiveXor(i8vec3); Step #5: i8vec4 subgroupExclusiveXor(i8vec4); Step #5: int16_t subgroupExclusiveXor(int16_t); Step #5: i16vec2 subgroupExclusiveXor(i16vec2); Step #5: i16vec3 subgroupExclusiveXor(i16vec3); Step #5: i16vec4 subgroupExclusiveXor(i16vec4); Step #5: int subgroupExclusiveXor(int); Step #5: ivec2 subgroupExclusiveXor(ivec2); Step #5: ivec3 subgroupExclusiveXor(ivec3); Step #5: ivec4 subgroupExclusiveXor(ivec4); Step #5: int64_t subgroupExclusiveXor(int64_t); Step #5: i64vec2 subgroupExclusiveXor(i64vec2); Step #5: i64vec3 subgroupExclusiveXor(i64vec3); Step #5: i64vec4 subgroupExclusiveXor(i64vec4); Step #5: uint8_t subgroupExclusiveXor(uint8_t); Step #5: u8vec2 subgroupExclusiveXor(u8vec2); Step #5: u8vec3 subgroupExclusiveXor(u8vec3); Step #5: u8vec4 subgroupExclusiveXor(u8vec4); Step #5: uint16_t subgroupExclusiveXor(uint16_t); Step #5: u16vec2 subgroupExclusiveXor(u16vec2); Step #5: u16vec3 subgroupExclusiveXor(u16vec3); Step #5: u16vec4 subgroupExclusiveXor(u16vec4); Step #5: uint subgroupExclusiveXor(uint); Step #5: uvec2 subgroupExclusiveXor(uvec2); Step #5: uvec3 subgroupExclusiveXor(uvec3); Step #5: uvec4 subgroupExclusiveXor(uvec4); Step #5: uint64_t subgroupExclusiveXor(uint64_t); Step #5: u64vec2 subgroupExclusiveXor(u64vec2); Step #5: u64vec3 subgroupExclusiveXor(u64vec3); Step #5: u64vec4 subgroupExclusiveXor(u64vec4); Step #5: float subgroupClusteredAdd(float, uint); Step #5: vec2 subgroupClusteredAdd(vec2, uint); Step #5: vec3 subgroupClusteredAdd(vec3, uint); Step #5: vec4 subgroupClusteredAdd(vec4, uint); Step #5: float16_t subgroupClusteredAdd(float16_t, uint); Step #5: f16vec2 subgroupClusteredAdd(f16vec2, uint); Step #5: f16vec3 subgroupClusteredAdd(f16vec3, uint); Step #5: f16vec4 subgroupClusteredAdd(f16vec4, uint); Step #5: int8_t subgroupClusteredAdd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAdd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAdd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAdd(i8vec4, uint); Step #5: int16_t subgroupClusteredAdd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAdd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAdd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAdd(i16vec4, uint); Step #5: int subgroupClusteredAdd(int, uint); Step #5: ivec2 subgroupClusteredAdd(ivec2, uint); Step #5: ivec3 subgroupClusteredAdd(ivec3, uint); Step #5: ivec4 subgroupClusteredAdd(ivec4, uint); Step #5: int64_t subgroupClusteredAdd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAdd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAdd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAdd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAdd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAdd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAdd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAdd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAdd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAdd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAdd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAdd(u16vec4, uint); Step #5: uint subgroupClusteredAdd(uint, uint); Step #5: uvec2 subgroupClusteredAdd(uvec2, uint); Step #5: uvec3 subgroupClusteredAdd(uvec3, uint); Step #5: uvec4 subgroupClusteredAdd(uvec4, uint); Step #5: uint64_t subgroupClusteredAdd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAdd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAdd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAdd(u64vec4, uint); Step #5: float subgroupClusteredMul(float, uint); Step #5: vec2 subgroupClusteredMul(vec2, uint); Step #5: vec3 subgroupClusteredMul(vec3, uint); Step #5: vec4 subgroupClusteredMul(vec4, uint); Step #5: float16_t subgroupClusteredMul(float16_t, uint); Step #5: f16vec2 subgroupClusteredMul(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMul(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMul(f16vec4, uint); Step #5: int8_t subgroupClusteredMul(int8_t, uint); Step #5: i8vec2 subgroupClusteredMul(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMul(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMul(i8vec4, uint); Step #5: int16_t subgroupClusteredMul(int16_t, uint); Step #5: i16vec2 subgroupClusteredMul(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMul(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMul(i16vec4, uint); Step #5: int subgroupClusteredMul(int, uint); Step #5: ivec2 subgroupClusteredMul(ivec2, uint); Step #5: ivec3 subgroupClusteredMul(ivec3, uint); Step #5: ivec4 subgroupClusteredMul(ivec4, uint); Step #5: int64_t subgroupClusteredMul(int64_t, uint); Step #5: i64vec2 subgroupClusteredMul(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMul(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMul(i64vec4, uint); Step #5: uint8_t subgroupClusteredMul(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMul(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMul(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMul(u8vec4, uint); Step #5: uint16_t subgroupClusteredMul(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMul(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMul(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMul(u16vec4, uint); Step #5: uint subgroupClusteredMul(uint, uint); Step #5: uvec2 subgroupClusteredMul(uvec2, uint); Step #5: uvec3 subgroupClusteredMul(uvec3, uint); Step #5: uvec4 subgroupClusteredMul(uvec4, uint); Step #5: uint64_t subgroupClusteredMul(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMul(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMul(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMul(u64vec4, uint); Step #5: float subgroupClusteredMin(float, uint); Step #5: vec2 subgroupClusteredMin(vec2, uint); Step #5: vec3 subgroupClusteredMin(vec3, uint); Step #5: vec4 subgroupClusteredMin(vec4, uint); Step #5: float16_t subgroupClusteredMin(float16_t, uint); Step #5: f16vec2 subgroupClusteredMin(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMin(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMin(f16vec4, uint); Step #5: int8_t subgroupClusteredMin(int8_t, uint); Step #5: i8vec2 subgroupClusteredMin(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMin(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMin(i8vec4, uint); Step #5: int16_t subgroupClusteredMin(int16_t, uint); Step #5: i16vec2 subgroupClusteredMin(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMin(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMin(i16vec4, uint); Step #5: int subgroupClusteredMin(int, uint); Step #5: ivec2 subgroupClusteredMin(ivec2, uint); Step #5: ivec3 subgroupClusteredMin(ivec3, uint); Step #5: ivec4 subgroupClusteredMin(ivec4, uint); Step #5: int64_t subgroupClusteredMin(int64_t, uint); Step #5: i64vec2 subgroupClusteredMin(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMin(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMin(i64vec4, uint); Step #5: uint8_t subgroupClusteredMin(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMin(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMin(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMin(u8vec4, uint); Step #5: uint16_t subgroupClusteredMin(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMin(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMin(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMin(u16vec4, uint); Step #5: uint subgroupClusteredMin(uint, uint); Step #5: uvec2 subgroupClusteredMin(uvec2, uint); Step #5: uvec3 subgroupClusteredMin(uvec3, uint); Step #5: uvec4 subgroupClusteredMin(uvec4, uint); Step #5: uint64_t subgroupClusteredMin(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMin(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMin(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMin(u64vec4, uint); Step #5: float subgroupClusteredMax(float, uint); Step #5: vec2 subgroupClusteredMax(vec2, uint); Step #5: vec3 subgroupClusteredMax(vec3, uint); Step #5: vec4 subgroupClusteredMax(vec4, uint); Step #5: float16_t subgroupClusteredMax(float16_t, uint); Step #5: f16vec2 subgroupClusteredMax(f16vec2, uint); Step #5: f16vec3 subgroupClusteredMax(f16vec3, uint); Step #5: f16vec4 subgroupClusteredMax(f16vec4, uint); Step #5: int8_t subgroupClusteredMax(int8_t, uint); Step #5: i8vec2 subgroupClusteredMax(i8vec2, uint); Step #5: i8vec3 subgroupClusteredMax(i8vec3, uint); Step #5: i8vec4 subgroupClusteredMax(i8vec4, uint); Step #5: int16_t subgroupClusteredMax(int16_t, uint); Step #5: i16vec2 subgroupClusteredMax(i16vec2, uint); Step #5: i16vec3 subgroupClusteredMax(i16vec3, uint); Step #5: i16vec4 subgroupClusteredMax(i16vec4, uint); Step #5: int subgroupClusteredMax(int, uint); Step #5: ivec2 subgroupClusteredMax(ivec2, uint); Step #5: ivec3 subgroupClusteredMax(ivec3, uint); Step #5: ivec4 subgroupClusteredMax(ivec4, uint); Step #5: int64_t subgroupClusteredMax(int64_t, uint); Step #5: i64vec2 subgroupClusteredMax(i64vec2, uint); Step #5: i64vec3 subgroupClusteredMax(i64vec3, uint); Step #5: i64vec4 subgroupClusteredMax(i64vec4, uint); Step #5: uint8_t subgroupClusteredMax(uint8_t, uint); Step #5: u8vec2 subgroupClusteredMax(u8vec2, uint); Step #5: u8vec3 subgroupClusteredMax(u8vec3, uint); Step #5: u8vec4 subgroupClusteredMax(u8vec4, uint); Step #5: uint16_t subgroupClusteredMax(uint16_t, uint); Step #5: u16vec2 subgroupClusteredMax(u16vec2, uint); Step #5: u16vec3 subgroupClusteredMax(u16vec3, uint); Step #5: u16vec4 subgroupClusteredMax(u16vec4, uint); Step #5: uint subgroupClusteredMax(uint, uint); Step #5: uvec2 subgroupClusteredMax(uvec2, uint); Step #5: uvec3 subgroupClusteredMax(uvec3, uint); Step #5: uvec4 subgroupClusteredMax(uvec4, uint); Step #5: uint64_t subgroupClusteredMax(uint64_t, uint); Step #5: u64vec2 subgroupClusteredMax(u64vec2, uint); Step #5: u64vec3 subgroupClusteredMax(u64vec3, uint); Step #5: u64vec4 subgroupClusteredMax(u64vec4, uint); Step #5: bool subgroupClusteredAnd(bool, uint); Step #5: bvec2 subgroupClusteredAnd(bvec2, uint); Step #5: bvec3 subgroupClusteredAnd(bvec3, uint); Step #5: bvec4 subgroupClusteredAnd(bvec4, uint); Step #5: int8_t subgroupClusteredAnd(int8_t, uint); Step #5: i8vec2 subgroupClusteredAnd(i8vec2, uint); Step #5: i8vec3 subgroupClusteredAnd(i8vec3, uint); Step #5: i8vec4 subgroupClusteredAnd(i8vec4, uint); Step #5: int16_t subgroupClusteredAnd(int16_t, uint); Step #5: i16vec2 subgroupClusteredAnd(i16vec2, uint); Step #5: i16vec3 subgroupClusteredAnd(i16vec3, uint); Step #5: i16vec4 subgroupClusteredAnd(i16vec4, uint); Step #5: int subgroupClusteredAnd(int, uint); Step #5: ivec2 subgroupClusteredAnd(ivec2, uint); Step #5: ivec3 subgroupClusteredAnd(ivec3, uint); Step #5: ivec4 subgroupClusteredAnd(ivec4, uint); Step #5: int64_t subgroupClusteredAnd(int64_t, uint); Step #5: i64vec2 subgroupClusteredAnd(i64vec2, uint); Step #5: i64vec3 subgroupClusteredAnd(i64vec3, uint); Step #5: i64vec4 subgroupClusteredAnd(i64vec4, uint); Step #5: uint8_t subgroupClusteredAnd(uint8_t, uint); Step #5: u8vec2 subgroupClusteredAnd(u8vec2, uint); Step #5: u8vec3 subgroupClusteredAnd(u8vec3, uint); Step #5: u8vec4 subgroupClusteredAnd(u8vec4, uint); Step #5: uint16_t subgroupClusteredAnd(uint16_t, uint); Step #5: u16vec2 subgroupClusteredAnd(u16vec2, uint); Step #5: u16vec3 subgroupClusteredAnd(u16vec3, uint); Step #5: u16vec4 subgroupClusteredAnd(u16vec4, uint); Step #5: uint subgroupClusteredAnd(uint, uint); Step #5: uvec2 subgroupClusteredAnd(uvec2, uint); Step #5: uvec3 subgroupClusteredAnd(uvec3, uint); Step #5: uvec4 subgroupClusteredAnd(uvec4, uint); Step #5: uint64_t subgroupClusteredAnd(uint64_t, uint); Step #5: u64vec2 subgroupClusteredAnd(u64vec2, uint); Step #5: u64vec3 subgroupClusteredAnd(u64vec3, uint); Step #5: u64vec4 subgroupClusteredAnd(u64vec4, uint); Step #5: bool subgroupClusteredOr(bool, uint); Step #5: bvec2 subgroupClusteredOr(bvec2, uint); Step #5: bvec3 subgroupClusteredOr(bvec3, uint); Step #5: bvec4 subgroupClusteredOr(bvec4, uint); Step #5: int8_t subgroupClusteredOr(int8_t, uint); Step #5: i8vec2 subgroupClusteredOr(i8vec2, uint); Step #5: i8vec3 subgroupClusteredOr(i8vec3, uint); Step #5: i8vec4 subgroupClusteredOr(i8vec4, uint); Step #5: int16_t subgroupClusteredOr(int16_t, uint); Step #5: i16vec2 subgroupClusteredOr(i16vec2, uint); Step #5: i16vec3 subgroupClusteredOr(i16vec3, uint); Step #5: i16vec4 subgroupClusteredOr(i16vec4, uint); Step #5: int subgroupClusteredOr(int, uint); Step #5: ivec2 subgroupClusteredOr(ivec2, uint); Step #5: ivec3 subgroupClusteredOr(ivec3, uint); Step #5: ivec4 subgroupClusteredOr(ivec4, uint); Step #5: int64_t subgroupClusteredOr(int64_t, uint); Step #5: i64vec2 subgroupClusteredOr(i64vec2, uint); Step #5: i64vec3 subgroupClusteredOr(i64vec3, uint); Step #5: i64vec4 subgroupClusteredOr(i64vec4, uint); Step #5: uint8_t subgroupClusteredOr(uint8_t, uint); Step #5: u8vec2 subgroupClusteredOr(u8vec2, uint); Step #5: u8vec3 subgroupClusteredOr(u8vec3, uint); Step #5: u8vec4 subgroupClusteredOr(u8vec4, uint); Step #5: uint16_t subgroupClusteredOr(uint16_t, uint); Step #5: u16vec2 subgroupClusteredOr(u16vec2, uint); Step #5: u16vec3 subgroupClusteredOr(u16vec3, uint); Step #5: u16vec4 subgroupClusteredOr(u16vec4, uint); Step #5: uint subgroupClusteredOr(uint, uint); Step #5: uvec2 subgroupClusteredOr(uvec2, uint); Step #5: uvec3 subgroupClusteredOr(uvec3, uint); Step #5: uvec4 subgroupClusteredOr(uvec4, uint); Step #5: uint64_t subgroupClusteredOr(uint64_t, uint); Step #5: u64vec2 subgroupClusteredOr(u64vec2, uint); Step #5: u64vec3 subgroupClusteredOr(u64vec3, uint); Step #5: u64vec4 subgroupClusteredOr(u64vec4, uint); Step #5: bool subgroupClusteredXor(bool, uint); Step #5: bvec2 subgroupClusteredXor(bvec2, uint); Step #5: bvec3 subgroupClusteredXor(bvec3, uint); Step #5: bvec4 subgroupClusteredXor(bvec4, uint); Step #5: int8_t subgroupClusteredXor(int8_t, uint); Step #5: i8vec2 subgroupClusteredXor(i8vec2, uint); Step #5: i8vec3 subgroupClusteredXor(i8vec3, uint); Step #5: i8vec4 subgroupClusteredXor(i8vec4, uint); Step #5: int16_t subgroupClusteredXor(int16_t, uint); Step #5: i16vec2 subgroupClusteredXor(i16vec2, uint); Step #5: i16vec3 subgroupClusteredXor(i16vec3, uint); Step #5: i16vec4 subgroupClusteredXor(i16vec4, uint); Step #5: int subgroupClusteredXor(int, uint); Step #5: ivec2 subgroupClusteredXor(ivec2, uint); Step #5: ivec3 subgroupClusteredXor(ivec3, uint); Step #5: ivec4 subgroupClusteredXor(ivec4, uint); Step #5: int64_t subgroupClusteredXor(int64_t, uint); Step #5: i64vec2 subgroupClusteredXor(i64vec2, uint); Step #5: i64vec3 subgroupClusteredXor(i64vec3, uint); Step #5: i64vec4 subgroupClusteredXor(i64vec4, uint); Step #5: uint8_t subgroupClusteredXor(uint8_t, uint); Step #5: u8vec2 subgroupClusteredXor(u8vec2, uint); Step #5: u8vec3 subgroupClusteredXor(u8vec3, uint); Step #5: u8vec4 subgroupClusteredXor(u8vec4, uint); Step #5: uint16_t subgroupClusteredXor(uint16_t, uint); Step #5: u16vec2 subgroupClusteredXor(u16vec2, uint); Step #5: u16vec3 subgroupClusteredXor(u16vec3, uint); Step #5: u16vec4 subgroupClusteredXor(u16vec4, uint); Step #5: uint subgroupClusteredXor(uint, uint); Step #5: uvec2 subgroupClusteredXor(uvec2, uint); Step #5: uvec3 subgroupClusteredXor(uvec3, uint); Step #5: uvec4 subgroupClusteredXor(uvec4, uint); Step #5: uint64_t subgroupClusteredXor(uint64_t, uint); Step #5: u64vec2 subgroupClusteredXor(u64vec2, uint); Step #5: u64vec3 subgroupClusteredXor(u64vec3, uint); Step #5: u64vec4 subgroupClusteredXor(u64vec4, uint); Step #5: float subgroupQuadBroadcast(float, uint); Step #5: vec2 subgroupQuadBroadcast(vec2, uint); Step #5: vec3 subgroupQuadBroadcast(vec3, uint); Step #5: vec4 subgroupQuadBroadcast(vec4, uint); Step #5: float16_t subgroupQuadBroadcast(float16_t, uint); Step #5: f16vec2 subgroupQuadBroadcast(f16vec2, uint); Step #5: f16vec3 subgroupQuadBroadcast(f16vec3, uint); Step #5: f16vec4 subgroupQuadBroadcast(f16vec4, uint); Step #5: bool subgroupQuadBroadcast(bool, uint); Step #5: bvec2 subgroupQuadBroadcast(bvec2, uint); Step #5: bvec3 subgroupQuadBroadcast(bvec3, uint); Step #5: bvec4 subgroupQuadBroadcast(bvec4, uint); Step #5: int8_t subgroupQuadBroadcast(int8_t, uint); Step #5: i8vec2 subgroupQuadBroadcast(i8vec2, uint); Step #5: i8vec3 subgroupQuadBroadcast(i8vec3, uint); Step #5: i8vec4 subgroupQuadBroadcast(i8vec4, uint); Step #5: int16_t subgroupQuadBroadcast(int16_t, uint); Step #5: i16vec2 subgroupQuadBroadcast(i16vec2, uint); Step #5: i16vec3 subgroupQuadBroadcast(i16vec3, uint); Step #5: i16vec4 subgroupQuadBroadcast(i16vec4, uint); Step #5: int subgroupQuadBroadcast(int, uint); Step #5: ivec2 subgroupQuadBroadcast(ivec2, uint); Step #5: ivec3 subgroupQuadBroadcast(ivec3, uint); Step #5: ivec4 subgroupQuadBroadcast(ivec4, uint); Step #5: int64_t subgroupQuadBroadcast(int64_t, uint); Step #5: i64vec2 subgroupQuadBroadcast(i64vec2, uint); Step #5: i64vec3 subgroupQuadBroadcast(i64vec3, uint); Step #5: i64vec4 subgroupQuadBroadcast(i64vec4, uint); Step #5: uint8_t subgroupQuadBroadcast(uint8_t, uint); Step #5: u8vec2 subgroupQuadBroadcast(u8vec2, uint); Step #5: u8vec3 subgroupQuadBroadcast(u8vec3, uint); Step #5: u8vec4 subgroupQuadBroadcast(u8vec4, uint); Step #5: uint16_t subgroupQuadBroadcast(uint16_t, uint); Step #5: u16vec2 subgroupQuadBroadcast(u16vec2, uint); Step #5: u16vec3 subgroupQuadBroadcast(u16vec3, uint); Step #5: u16vec4 subgroupQuadBroadcast(u16vec4, uint); Step #5: uint subgroupQuadBroadcast(uint, uint); Step #5: uvec2 subgroupQuadBroadcast(uvec2, uint); Step #5: uvec3 subgroupQuadBroadcast(uvec3, uint); Step #5: uvec4 subgroupQuadBroadcast(uvec4, uint); Step #5: uint64_t subgroupQuadBroadcast(uint64_t, uint); Step #5: u64vec2 subgroupQuadBroadcast(u64vec2, uint); Step #5: u64vec3 subgroupQuadBroadcast(u64vec3, uint); Step #5: u64vec4 subgroupQuadBroadcast(u64vec4, uint); Step #5: float subgroupQuadSwapHorizontal(float); Step #5: vec2 subgroupQuadSwapHorizontal(vec2); Step #5: vec3 subgroupQuadSwapHorizontal(vec3); Step #5: vec4 subgroupQuadSwapHorizontal(vec4); Step #5: float16_t subgroupQuadSwapHorizontal(float16_t); Step #5: f16vec2 subgroupQuadSwapHorizontal(f16vec2); Step #5: f16vec3 subgroupQuadSwapHorizontal(f16vec3); Step #5: f16vec4 subgroupQuadSwapHorizontal(f16vec4); Step #5: bool subgroupQuadSwapHorizontal(bool); Step #5: bvec2 subgroupQuadSwapHorizontal(bvec2); Step #5: bvec3 subgroupQuadSwapHorizontal(bvec3); Step #5: bvec4 subgroupQuadSwapHorizontal(bvec4); Step #5: int8_t subgroupQuadSwapHorizontal(int8_t); Step #5: i8vec2 subgroupQuadSwapHorizontal(i8vec2); Step #5: i8vec3 subgroupQuadSwapHorizontal(i8vec3); Step #5: i8vec4 subgroupQuadSwapHorizontal(i8vec4); Step #5: int16_t subgroupQuadSwapHorizontal(int16_t); Step #5: i16vec2 subgroupQuadSwapHorizontal(i16vec2); Step #5: i16vec3 subgroupQuadSwapHorizontal(i16vec3); Step #5: i16vec4 subgroupQuadSwapHorizontal(i16vec4); Step #5: int subgroupQuadSwapHorizontal(int); Step #5: ivec2 subgroupQuadSwapHorizontal(ivec2); Step #5: ivec3 subgroupQuadSwapHorizontal(ivec3); Step #5: ivec4 subgroupQuadSwapHorizontal(ivec4); Step #5: int64_t subgroupQuadSwapHorizontal(int64_t); Step #5: i64vec2 subgroupQuadSwapHorizontal(i64vec2); Step #5: i64vec3 subgroupQuadSwapHorizontal(i64vec3); Step #5: i64vec4 subgroupQuadSwapHorizontal(i64vec4); Step #5: uint8_t subgroupQuadSwapHorizontal(uint8_t); Step #5: u8vec2 subgroupQuadSwapHorizontal(u8vec2); Step #5: u8vec3 subgroupQuadSwapHorizontal(u8vec3); Step #5: u8vec4 subgroupQuadSwapHorizontal(u8vec4); Step #5: uint16_t subgroupQuadSwapHorizontal(uint16_t); Step #5: u16vec2 subgroupQuadSwapHorizontal(u16vec2); Step #5: u16vec3 subgroupQuadSwapHorizontal(u16vec3); Step #5: u16vec4 subgroupQuadSwapHorizontal(u16vec4); Step #5: uint subgroupQuadSwapHorizontal(uint); Step #5: uvec2 subgroupQuadSwapHorizontal(uvec2); Step #5: uvec3 subgroupQuadSwapHorizontal(uvec3); Step #5: uvec4 subgroupQuadSwapHorizontal(uvec4); Step #5: uint64_t subgroupQuadSwapHorizontal(uint64_t); Step #5: u64vec2 subgroupQuadSwapHorizontal(u64vec2); Step #5: u64vec3 subgroupQuadSwapHorizontal(u64vec3); Step #5: u64vec4 subgroupQuadSwapHorizontal(u64vec4); Step #5: float subgroupQuadSwapVertical(float); Step #5: vec2 subgroupQuadSwapVertical(vec2); Step #5: vec3 subgroupQuadSwapVertical(vec3); Step #5: vec4 subgroupQuadSwapVertical(vec4); Step #5: float16_t subgroupQuadSwapVertical(float16_t); Step #5: f16vec2 subgroupQuadSwapVertical(f16vec2); Step #5: f16vec3 subgroupQuadSwapVertical(f16vec3); Step #5: f16vec4 subgroupQuadSwapVertical(f16vec4); Step #5: bool subgroupQuadSwapVertical(bool); Step #5: bvec2 subgroupQuadSwapVertical(bvec2); Step #5: bvec3 subgroupQuadSwapVertical(bvec3); Step #5: bvec4 subgroupQuadSwapVertical(bvec4); Step #5: int8_t subgroupQuadSwapVertical(int8_t); Step #5: i8vec2 subgroupQuadSwapVertical(i8vec2); Step #5: i8vec3 subgroupQuadSwapVertical(i8vec3); Step #5: i8vec4 subgroupQuadSwapVertical(i8vec4); Step #5: int16_t subgroupQuadSwapVertical(int16_t); Step #5: i16vec2 subgroupQuadSwapVertical(i16vec2); Step #5: i16vec3 subgroupQuadSwapVertical(i16vec3); Step #5: i16vec4 subgroupQuadSwapVertical(i16vec4); Step #5: int subgroupQuadSwapVertical(int); Step #5: ivec2 subgroupQuadSwapVertical(ivec2); Step #5: ivec3 subgroupQuadSwapVertical(ivec3); Step #5: ivec4 subgroupQuadSwapVertical(ivec4); Step #5: int64_t subgroupQuadSwapVertical(int64_t); Step #5: i64vec2 subgroupQuadSwapVertical(i64vec2); Step #5: i64vec3 subgroupQuadSwapVertical(i64vec3); Step #5: i64vec4 subgroupQuadSwapVertical(i64vec4); Step #5: uint8_t subgroupQuadSwapVertical(uint8_t); Step #5: u8vec2 subgroupQuadSwapVertical(u8vec2); Step #5: u8vec3 subgroupQuadSwapVertical(u8vec3); Step #5: u8vec4 subgroupQuadSwapVertical(u8vec4); Step #5: uint16_t subgroupQuadSwapVertical(uint16_t); Step #5: u16vec2 subgroupQuadSwapVertical(u16vec2); Step #5: u16vec3 subgroupQuadSwapVertical(u16vec3); Step #5: u16vec4 subgroupQuadSwapVertical(u16vec4); Step #5: uint subgroupQuadSwapVertical(uint); Step #5: uvec2 subgroupQuadSwapVertical(uvec2); Step #5: uvec3 subgroupQuadSwapVertical(uvec3); Step #5: uvec4 subgroupQuadSwapVertical(uvec4); Step #5: uint64_t subgroupQuadSwapVertical(uint64_t); Step #5: u64vec2 subgroupQuadSwapVertical(u64vec2); Step #5: u64vec3 subgroupQuadSwapVertical(u64vec3); Step #5: u64vec4 subgroupQuadSwapVertical(u64vec4); Step #5: float subgroupQuadSwapDiagonal(float); Step #5: vec2 subgroupQuadSwapDiagonal(vec2); Step #5: vec3 subgroupQuadSwapDiagonal(vec3); Step #5: vec4 subgroupQuadSwapDiagonal(vec4); Step #5: float16_t subgroupQuadSwapDiagonal(float16_t); Step #5: f16vec2 subgroupQuadSwapDiagonal(f16vec2); Step #5: f16vec3 subgroupQuadSwapDiagonal(f16vec3); Step #5: f16vec4 subgroupQuadSwapDiagonal(f16vec4); Step #5: bool subgroupQuadSwapDiagonal(bool); Step #5: bvec2 subgroupQuadSwapDiagonal(bvec2); Step #5: bvec3 subgroupQuadSwapDiagonal(bvec3); Step #5: bvec4 subgroupQuadSwapDiagonal(bvec4); Step #5: int8_t subgroupQuadSwapDiagonal(int8_t); Step #5: i8vec2 subgroupQuadSwapDiagonal(i8vec2); Step #5: i8vec3 subgroupQuadSwapDiagonal(i8vec3); Step #5: i8vec4 subgroupQuadSwapDiagonal(i8vec4); Step #5: int16_t subgroupQuadSwapDiagonal(int16_t); Step #5: i16vec2 subgroupQuadSwapDiagonal(i16vec2); Step #5: i16vec3 subgroupQuadSwapDiagonal(i16vec3); Step #5: i16vec4 subgroupQuadSwapDiagonal(i16vec4); Step #5: int subgroupQuadSwapDiagonal(int); Step #5: ivec2 subgroupQuadSwapDiagonal(ivec2); Step #5: ivec3 subgroupQuadSwapDiagonal(ivec3); Step #5: ivec4 subgroupQuadSwapDiagonal(ivec4); Step #5: int64_t subgroupQuadSwapDiagonal(int64_t); Step #5: i64vec2 subgroupQuadSwapDiagonal(i64vec2); Step #5: i64vec3 subgroupQuadSwapDiagonal(i64vec3); Step #5: i64vec4 subgroupQuadSwapDiagonal(i64vec4); Step #5: uint8_t subgroupQuadSwapDiagonal(uint8_t); Step #5: u8vec2 subgroupQuadSwapDiagonal(u8vec2); Step #5: u8vec3 subgroupQuadSwapDiagonal(u8vec3); Step #5: u8vec4 subgroupQuadSwapDiagonal(u8vec4); Step #5: uint16_t subgroupQuadSwapDiagonal(uint16_t); Step #5: u16vec2 subgroupQuadSwapDiagonal(u16vec2); Step #5: u16vec3 subgroupQuadSwapDiagonal(u16vec3); Step #5: u16vec4 subgroupQuadSwapDiagonal(u16vec4); Step #5: uint subgroupQuadSwapDiagonal(uint); Step #5: uvec2 subgroupQuadSwapDiagonal(uvec2); Step #5: uvec3 subgroupQuadSwapDiagonal(uvec3); Step #5: uvec4 subgroupQuadSwapDiagonal(uvec4); Step #5: uint64_t subgroupQuadSwapDiagonal(uint64_t); Step #5: u64vec2 subgroupQuadSwapDiagonal(u64vec2); Step #5: u64vec3 subgroupQuadSwapDiagonal(u64vec3); Step #5: u64vec4 subgroupQuadSwapDiagonal(u64vec4); Step #5: uvec4 subgroupPartitionNV(float); Step #5: uvec4 subgroupPartitionNV(vec2); Step #5: uvec4 subgroupPartitionNV(vec3); Step #5: uvec4 subgroupPartitionNV(vec4); Step #5: uvec4 subgroupPartitionNV(float16_t); Step #5: uvec4 subgroupPartitionNV(f16vec2); Step #5: uvec4 subgroupPartitionNV(f16vec3); Step #5: uvec4 subgroupPartitionNV(f16vec4); Step #5: uvec4 subgroupPartitionNV(bool); Step #5: uvec4 subgroupPartitionNV(bvec2); Step #5: uvec4 subgroupPartitionNV(bvec3); Step #5: uvec4 subgroupPartitionNV(bvec4); Step #5: uvec4 subgroupPartitionNV(int8_t); Step #5: uvec4 subgroupPartitionNV(i8vec2); Step #5: uvec4 subgroupPartitionNV(i8vec3); Step #5: uvec4 subgroupPartitionNV(i8vec4); Step #5: uvec4 subgroupPartitionNV(int16_t); Step #5: uvec4 subgroupPartitionNV(i16vec2); Step #5: uvec4 subgroupPartitionNV(i16vec3); Step #5: uvec4 subgroupPartitionNV(i16vec4); Step #5: uvec4 subgroupPartitionNV(int); Step #5: uvec4 subgroupPartitionNV(ivec2); Step #5: uvec4 subgroupPartitionNV(ivec3); Step #5: uvec4 subgroupPartitionNV(ivec4); Step #5: uvec4 subgroupPartitionNV(int64_t); Step #5: uvec4 subgroupPartitionNV(i64vec2); Step #5: uvec4 subgroupPartitionNV(i64vec3); Step #5: uvec4 subgroupPartitionNV(i64vec4); Step #5: uvec4 subgroupPartitionNV(uint8_t); Step #5: uvec4 subgroupPartitionNV(u8vec2); Step #5: uvec4 subgroupPartitionNV(u8vec3); Step #5: uvec4 subgroupPartitionNV(u8vec4); Step #5: uvec4 subgroupPartitionNV(uint16_t); Step #5: uvec4 subgroupPartitionNV(u16vec2); Step #5: uvec4 subgroupPartitionNV(u16vec3); Step #5: uvec4 subgroupPartitionNV(u16vec4); Step #5: uvec4 subgroupPartitionNV(uint); Step #5: uvec4 subgroupPartitionNV(uvec2); Step #5: uvec4 subgroupPartitionNV(uvec3); Step #5: uvec4 subgroupPartitionNV(uvec4); Step #5: uvec4 subgroupPartitionNV(uint64_t); Step #5: uvec4 subgroupPartitionNV(u64vec2); Step #5: uvec4 subgroupPartitionNV(u64vec3); Step #5: uvec4 subgroupPartitionNV(u64vec4); Step #5: float subgroupPartitionedAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedInclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedInclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedInclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedInclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedInclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedInclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedInclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedInclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedInclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedInclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedInclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedInclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedInclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedInclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedInclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedInclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedInclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedInclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedInclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedInclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedInclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedInclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedInclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedInclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedInclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedInclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedInclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedInclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedInclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedInclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedInclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedInclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedInclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedInclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedInclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedInclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedInclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedInclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedInclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedInclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedInclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedInclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedInclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedInclusiveXorNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveAddNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveAddNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveAddNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveAddNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveAddNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveAddNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveAddNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveAddNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAddNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAddNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAddNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAddNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAddNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAddNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAddNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAddNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAddNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAddNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAddNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAddNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAddNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAddNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAddNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAddNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAddNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAddNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAddNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAddNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAddNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAddNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAddNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAddNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAddNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAddNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAddNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAddNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAddNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAddNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAddNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAddNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMulNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMulNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMulNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMulNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMulNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMulNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMulNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMulNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMulNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMulNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMulNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMulNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMulNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMulNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMulNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMulNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMulNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMulNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMulNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMulNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMulNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMulNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMulNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMulNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMulNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMulNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMulNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMulNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMulNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMulNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMulNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMulNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMulNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMulNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMulNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMulNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMulNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMulNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMulNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMulNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMinNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMinNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMinNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMinNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMinNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMinNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMinNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMinNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMinNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMinNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMinNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMinNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMinNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMinNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMinNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMinNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMinNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMinNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMinNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMinNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMinNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMinNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMinNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMinNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMinNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMinNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMinNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMinNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMinNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMinNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMinNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMinNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMinNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMinNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMinNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMinNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMinNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMinNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMinNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMinNV(u64vec4, uvec4 ballot); Step #5: float subgroupPartitionedExclusiveMaxNV(float, uvec4 ballot); Step #5: vec2 subgroupPartitionedExclusiveMaxNV(vec2, uvec4 ballot); Step #5: vec3 subgroupPartitionedExclusiveMaxNV(vec3, uvec4 ballot); Step #5: vec4 subgroupPartitionedExclusiveMaxNV(vec4, uvec4 ballot); Step #5: float16_t subgroupPartitionedExclusiveMaxNV(float16_t, uvec4 ballot); Step #5: f16vec2 subgroupPartitionedExclusiveMaxNV(f16vec2, uvec4 ballot); Step #5: f16vec3 subgroupPartitionedExclusiveMaxNV(f16vec3, uvec4 ballot); Step #5: f16vec4 subgroupPartitionedExclusiveMaxNV(f16vec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveMaxNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveMaxNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveMaxNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveMaxNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveMaxNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveMaxNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveMaxNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveMaxNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveMaxNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveMaxNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveMaxNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveMaxNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveMaxNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveMaxNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveMaxNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveMaxNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveMaxNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveMaxNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveMaxNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveMaxNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveMaxNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveMaxNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveMaxNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveMaxNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveMaxNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveMaxNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveMaxNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveMaxNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveMaxNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveMaxNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveMaxNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveMaxNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveAndNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveAndNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveAndNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveAndNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveAndNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveAndNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveAndNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveAndNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveAndNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveAndNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveAndNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveAndNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveAndNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveAndNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveAndNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveAndNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveAndNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveAndNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveAndNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveAndNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveAndNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveAndNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveAndNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveAndNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveAndNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveAndNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveAndNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveAndNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveAndNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveAndNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveAndNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveAndNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveAndNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveAndNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveAndNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveAndNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveOrNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveOrNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveOrNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveOrNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveOrNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveOrNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveOrNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveOrNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveOrNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveOrNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveOrNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveOrNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveOrNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveOrNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveOrNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveOrNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveOrNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveOrNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveOrNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveOrNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveOrNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveOrNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveOrNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveOrNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveOrNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveOrNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveOrNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveOrNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveOrNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveOrNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveOrNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveOrNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveOrNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveOrNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveOrNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveOrNV(u64vec4, uvec4 ballot); Step #5: bool subgroupPartitionedExclusiveXorNV(bool, uvec4 ballot); Step #5: bvec2 subgroupPartitionedExclusiveXorNV(bvec2, uvec4 ballot); Step #5: bvec3 subgroupPartitionedExclusiveXorNV(bvec3, uvec4 ballot); Step #5: bvec4 subgroupPartitionedExclusiveXorNV(bvec4, uvec4 ballot); Step #5: int8_t subgroupPartitionedExclusiveXorNV(int8_t, uvec4 ballot); Step #5: i8vec2 subgroupPartitionedExclusiveXorNV(i8vec2, uvec4 ballot); Step #5: i8vec3 subgroupPartitionedExclusiveXorNV(i8vec3, uvec4 ballot); Step #5: i8vec4 subgroupPartitionedExclusiveXorNV(i8vec4, uvec4 ballot); Step #5: int16_t subgroupPartitionedExclusiveXorNV(int16_t, uvec4 ballot); Step #5: i16vec2 subgroupPartitionedExclusiveXorNV(i16vec2, uvec4 ballot); Step #5: i16vec3 subgroupPartitionedExclusiveXorNV(i16vec3, uvec4 ballot); Step #5: i16vec4 subgroupPartitionedExclusiveXorNV(i16vec4, uvec4 ballot); Step #5: int subgroupPartitionedExclusiveXorNV(int, uvec4 ballot); Step #5: ivec2 subgroupPartitionedExclusiveXorNV(ivec2, uvec4 ballot); Step #5: ivec3 subgroupPartitionedExclusiveXorNV(ivec3, uvec4 ballot); Step #5: ivec4 subgroupPartitionedExclusiveXorNV(ivec4, uvec4 ballot); Step #5: int64_t subgroupPartitionedExclusiveXorNV(int64_t, uvec4 ballot); Step #5: i64vec2 subgroupPartitionedExclusiveXorNV(i64vec2, uvec4 ballot); Step #5: i64vec3 subgroupPartitionedExclusiveXorNV(i64vec3, uvec4 ballot); Step #5: i64vec4 subgroupPartitionedExclusiveXorNV(i64vec4, uvec4 ballot); Step #5: uint8_t subgroupPartitionedExclusiveXorNV(uint8_t, uvec4 ballot); Step #5: u8vec2 subgroupPartitionedExclusiveXorNV(u8vec2, uvec4 ballot); Step #5: u8vec3 subgroupPartitionedExclusiveXorNV(u8vec3, uvec4 ballot); Step #5: u8vec4 subgroupPartitionedExclusiveXorNV(u8vec4, uvec4 ballot); Step #5: uint16_t subgroupPartitionedExclusiveXorNV(uint16_t, uvec4 ballot); Step #5: u16vec2 subgroupPartitionedExclusiveXorNV(u16vec2, uvec4 ballot); Step #5: u16vec3 subgroupPartitionedExclusiveXorNV(u16vec3, uvec4 ballot); Step #5: u16vec4 subgroupPartitionedExclusiveXorNV(u16vec4, uvec4 ballot); Step #5: uint subgroupPartitionedExclusiveXorNV(uint, uvec4 ballot); Step #5: uvec2 subgroupPartitionedExclusiveXorNV(uvec2, uvec4 ballot); Step #5: uvec3 subgroupPartitionedExclusiveXorNV(uvec3, uvec4 ballot); Step #5: uvec4 subgroupPartitionedExclusiveXorNV(uvec4, uvec4 ballot); Step #5: uint64_t subgroupPartitionedExclusiveXorNV(uint64_t, uvec4 ballot); Step #5: u64vec2 subgroupPartitionedExclusiveXorNV(u64vec2, uvec4 ballot); Step #5: u64vec3 subgroupPartitionedExclusiveXorNV(u64vec3, uvec4 ballot); Step #5: u64vec4 subgroupPartitionedExclusiveXorNV(u64vec4, uvec4 ballot); Step #5: bool subgroupQuadAll(bool); Step #5: bool subgroupQuadAny(bool); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void assumeEXT(bool);bool expectEXT(bool, bool);bvec2 expectEXT(bvec2, bvec2);bvec3 expectEXT(bvec3, bvec3);bvec4 expectEXT(bvec4, bvec4);int expectEXT(int, int);ivec2 expectEXT(ivec2, ivec2);ivec3 expectEXT(ivec3, ivec3);ivec4 expectEXT(ivec4, ivec4);uint expectEXT(uint, uint);uvec2 expectEXT(uvec2, uvec2);uvec3 expectEXT(uvec3, uvec3);uvec4 expectEXT(uvec4, uvec4); Step #5: vec4 textureWeightedQCOM(sampler2D, vec2, sampler2DArray);vec4 textureWeightedQCOM(sampler2D, vec2, sampler1DArray);vec4 textureBoxFilterQCOM(sampler2D, vec2, vec2);vec4 textureBlockMatchSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchWindowSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSSDQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2);vec4 textureBlockMatchGatherSADQCOM(sampler2D, uvec2, sampler2D, uvec2, uvec2); Step #5: void memoryBarrier();void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: int textureSize(sampler1D,int); Step #5: vec4 texture(sampler1D,float); Step #5: vec4 textureGrad(sampler1D,float,float,float); Step #5: vec4 texelFetch(sampler1D,int,int); Step #5: vec4 texelGradFetch(sampler1D,int,int,float,float); Step #5: vec4 textureOffset(sampler1D,float,int); Step #5: vec4 textureGradOffset(sampler1D,float,float,float,int); Step #5: vec4 texelFetchOffset(sampler1D,int,int,int); Step #5: vec4 texelGradFetchOffset(sampler1D,int,int,float,float,int); Step #5: vec4 textureLod(sampler1D,float,float); Step #5: vec4 textureLodOffset(sampler1D,float,float,int); Step #5: vec4 textureProj(sampler1D,vec2); Step #5: vec4 textureProj(sampler1D,vec4); Step #5: vec4 textureProjGrad(sampler1D,vec2,float,float); Step #5: vec4 textureProjGrad(sampler1D,vec4,float,float); Step #5: vec4 texelProjFetch(sampler1D,ivec2,int); Step #5: vec4 texelProjFetch(sampler1D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler1D,ivec2,int,float,float); Step #5: vec4 texelProjGradFetch(sampler1D,vec4,int,float,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int); Step #5: vec4 textureProjOffset(sampler1D,vec4,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec2,float,float,int); Step #5: vec4 textureProjGradOffset(sampler1D,vec4,float,float,int); Step #5: vec4 texelProjFetchOffset(sampler1D,ivec2,int,int); Step #5: vec4 texelProjFetchOffset(sampler1D,vec4,int,int); Step #5: vec4 textureProjLod(sampler1D,vec2,float); Step #5: vec4 textureProjLod(sampler1D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler1D,vec2,float,int); Step #5: vec4 textureProjLodOffset(sampler1D,vec4,float,int); Step #5: int textureSize(isampler1D,int); Step #5: ivec4 texture(isampler1D,float); Step #5: ivec4 textureGrad(isampler1D,float,float,float); Step #5: ivec4 texelFetch(isampler1D,int,int); Step #5: ivec4 texelGradFetch(isampler1D,int,int,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int); Step #5: ivec4 textureGradOffset(isampler1D,float,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1D,int,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1D,int,int,float,float,int); Step #5: ivec4 textureLod(isampler1D,float,float); Step #5: ivec4 textureLodOffset(isampler1D,float,float,int); Step #5: ivec4 textureProj(isampler1D,vec2); Step #5: ivec4 textureProj(isampler1D,vec4); Step #5: ivec4 textureProjGrad(isampler1D,vec2,float,float); Step #5: ivec4 textureProjGrad(isampler1D,vec4,float,float); Step #5: ivec4 texelProjFetch(isampler1D,ivec2,int); Step #5: ivec4 texelProjFetch(isampler1D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler1D,ivec2,int,float,float); Step #5: ivec4 texelProjGradFetch(isampler1D,vec4,int,float,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec2,float,float,int); Step #5: ivec4 textureProjGradOffset(isampler1D,vec4,float,float,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,ivec2,int,int); Step #5: ivec4 texelProjFetchOffset(isampler1D,vec4,int,int); Step #5: ivec4 textureProjLod(isampler1D,vec2,float); Step #5: ivec4 textureProjLod(isampler1D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler1D,vec2,float,int); Step #5: ivec4 textureProjLodOffset(isampler1D,vec4,float,int); Step #5: int textureSize(usampler1D,int); Step #5: uvec4 texture(usampler1D,float); Step #5: uvec4 textureGrad(usampler1D,float,float,float); Step #5: uvec4 texelFetch(usampler1D,int,int); Step #5: uvec4 texelGradFetch(usampler1D,int,int,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int); Step #5: uvec4 textureGradOffset(usampler1D,float,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1D,int,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1D,int,int,float,float,int); Step #5: uvec4 textureLod(usampler1D,float,float); Step #5: uvec4 textureLodOffset(usampler1D,float,float,int); Step #5: uvec4 textureProj(usampler1D,vec2); Step #5: uvec4 textureProj(usampler1D,vec4); Step #5: uvec4 textureProjGrad(usampler1D,vec2,float,float); Step #5: uvec4 textureProjGrad(usampler1D,vec4,float,float); Step #5: uvec4 texelProjFetch(usampler1D,ivec2,int); Step #5: uvec4 texelProjFetch(usampler1D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler1D,ivec2,int,float,float); Step #5: uvec4 texelProjGradFetch(usampler1D,vec4,int,float,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec2,float,float,int); Step #5: uvec4 textureProjGradOffset(usampler1D,vec4,float,float,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,ivec2,int,int); Step #5: uvec4 texelProjFetchOffset(usampler1D,vec4,int,int); Step #5: uvec4 textureProjLod(usampler1D,vec2,float); Step #5: uvec4 textureProjLod(usampler1D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler1D,vec2,float,int); Step #5: uvec4 textureProjLodOffset(usampler1D,vec4,float,int); Step #5: ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: ivec2 textureSize(sampler2DRect); Step #5: vec4 texture(sampler2DRect,vec2); Step #5: vec4 textureGrad(sampler2DRect,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2DRect,ivec2); Step #5: vec4 texelGradFetch(sampler2DRect,ivec2,vec2,vec2); Step #5: vec4 textureOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2DRect,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DRect,ivec2,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: vec4 textureProj(sampler2DRect,vec3); Step #5: vec4 textureProj(sampler2DRect,vec4); Step #5: vec4 textureProjGrad(sampler2DRect,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2DRect,ivec3); Step #5: vec4 texelProjFetch(sampler2DRect,vec4); Step #5: vec4 texelProjGradFetch(sampler2DRect,ivec3,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2DRect,vec4,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2DRect,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,ivec3,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2DRect,vec4,ivec2); Step #5: vec4 textureGather(sampler2DRect,vec2); Step #5: vec4 textureGather(sampler2DRect,vec2,int); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2DRect,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(isampler2DRect); Step #5: ivec4 texture(isampler2DRect,vec2); Step #5: ivec4 textureGrad(isampler2DRect,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DRect,ivec2); Step #5: ivec4 texelGradFetch(isampler2DRect,ivec2,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2DRect,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DRect,ivec2,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: ivec4 textureProj(isampler2DRect,vec3); Step #5: ivec4 textureProj(isampler2DRect,vec4); Step #5: ivec4 textureProjGrad(isampler2DRect,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2DRect,ivec3); Step #5: ivec4 texelProjFetch(isampler2DRect,vec4); Step #5: ivec4 texelProjGradFetch(isampler2DRect,ivec3,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2DRect,vec4,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2DRect,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,ivec3,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2DRect,vec4,ivec2); Step #5: ivec4 textureGather(isampler2DRect,vec2); Step #5: ivec4 textureGather(isampler2DRect,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DRect,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DRect,vec2,ivec2[4],int); Step #5: ivec2 textureSize(usampler2DRect); Step #5: uvec4 texture(usampler2DRect,vec2); Step #5: uvec4 textureGrad(usampler2DRect,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DRect,ivec2); Step #5: uvec4 texelGradFetch(usampler2DRect,ivec2,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2DRect,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DRect,ivec2,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DRect,ivec2,vec2,vec2,ivec2); Step #5: uvec4 textureProj(usampler2DRect,vec3); Step #5: uvec4 textureProj(usampler2DRect,vec4); Step #5: uvec4 textureProjGrad(usampler2DRect,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2DRect,ivec3); Step #5: uvec4 texelProjFetch(usampler2DRect,vec4); Step #5: uvec4 texelProjGradFetch(usampler2DRect,ivec3,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2DRect,vec4,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2DRect,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,ivec3,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2DRect,vec4,ivec2); Step #5: uvec4 textureGather(usampler2DRect,vec2); Step #5: uvec4 textureGather(usampler2DRect,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DRect,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DRect,vec2,ivec2[4],int); Step #5: int textureSize(samplerBuffer); Step #5: vec4 texelFetch(samplerBuffer,int); Step #5: int textureSize(isamplerBuffer); Step #5: ivec4 texelFetch(isamplerBuffer,int); Step #5: int textureSize(usamplerBuffer); Step #5: uvec4 texelFetch(usamplerBuffer,int); Step #5: ivec2 textureSize(sampler1DArray,int); Step #5: vec4 texture(sampler1DArray,vec2); Step #5: vec4 textureGrad(sampler1DArray,vec2,float,float); Step #5: vec4 texelFetch(sampler1DArray,ivec2,int); Step #5: vec4 texelGradFetch(sampler1DArray,ivec2,int,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int); Step #5: vec4 textureGradOffset(sampler1DArray,vec2,float,float,int); Step #5: vec4 texelFetchOffset(sampler1DArray,ivec2,int,int); Step #5: vec4 texelGradFetchOffset(sampler1DArray,ivec2,int,float,float,int); Step #5: vec4 textureLod(sampler1DArray,vec2,float); Step #5: vec4 textureLodOffset(sampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(isampler1DArray,int); Step #5: ivec4 texture(isampler1DArray,vec2); Step #5: ivec4 textureGrad(isampler1DArray,vec2,float,float); Step #5: ivec4 texelFetch(isampler1DArray,ivec2,int); Step #5: ivec4 texelGradFetch(isampler1DArray,ivec2,int,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int); Step #5: ivec4 textureGradOffset(isampler1DArray,vec2,float,float,int); Step #5: ivec4 texelFetchOffset(isampler1DArray,ivec2,int,int); Step #5: ivec4 texelGradFetchOffset(isampler1DArray,ivec2,int,float,float,int); Step #5: ivec4 textureLod(isampler1DArray,vec2,float); Step #5: ivec4 textureLodOffset(isampler1DArray,vec2,float,int); Step #5: ivec2 textureSize(usampler1DArray,int); Step #5: uvec4 texture(usampler1DArray,vec2); Step #5: uvec4 textureGrad(usampler1DArray,vec2,float,float); Step #5: uvec4 texelFetch(usampler1DArray,ivec2,int); Step #5: uvec4 texelGradFetch(usampler1DArray,ivec2,int,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int); Step #5: uvec4 textureGradOffset(usampler1DArray,vec2,float,float,int); Step #5: uvec4 texelFetchOffset(usampler1DArray,ivec2,int,int); Step #5: uvec4 texelGradFetchOffset(usampler1DArray,ivec2,int,float,float,int); Step #5: uvec4 textureLod(usampler1DArray,vec2,float); Step #5: uvec4 textureLodOffset(usampler1DArray,vec2,float,int); Step #5: ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: ivec3 textureSize(samplerCubeArray,int); Step #5: vec4 texture(samplerCubeArray,vec4); Step #5: vec4 textureGrad(samplerCubeArray,vec4,vec3,vec3); Step #5: vec4 textureLod(samplerCubeArray,vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4); Step #5: vec4 textureGather(samplerCubeArray,vec4,int); Step #5: ivec3 textureSize(isamplerCubeArray,int); Step #5: ivec4 texture(isamplerCubeArray,vec4); Step #5: ivec4 textureGrad(isamplerCubeArray,vec4,vec3,vec3); Step #5: ivec4 textureLod(isamplerCubeArray,vec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int); Step #5: ivec3 textureSize(usamplerCubeArray,int); Step #5: uvec4 texture(usamplerCubeArray,vec4); Step #5: uvec4 textureGrad(usamplerCubeArray,vec4,vec3,vec3); Step #5: uvec4 textureLod(usamplerCubeArray,vec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int); Step #5: ivec2 textureSize(sampler2DMS); Step #5: vec4 texelFetch(sampler2DMS,ivec2,int); Step #5: ivec2 textureSize(isampler2DMS); Step #5: ivec4 texelFetch(isampler2DMS,ivec2,int); Step #5: ivec2 textureSize(usampler2DMS); Step #5: uvec4 texelFetch(usampler2DMS,ivec2,int); Step #5: ivec3 textureSize(sampler2DMSArray); Step #5: vec4 texelFetch(sampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(isampler2DMSArray); Step #5: ivec4 texelFetch(isampler2DMSArray,ivec3,int); Step #5: ivec3 textureSize(usampler2DMSArray); Step #5: uvec4 texelFetch(usampler2DMSArray,ivec3,int); Step #5: int textureSize(sampler1DShadow,int); Step #5: float texture(sampler1DShadow,vec3); Step #5: float textureGrad(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int); Step #5: float textureGradOffset(sampler1DShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DShadow,vec3,float); Step #5: float textureLodOffset(sampler1DShadow,vec3,float,int); Step #5: float textureProj(sampler1DShadow,vec4); Step #5: float textureProjGrad(sampler1DShadow,vec4,float,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int); Step #5: float textureProjGradOffset(sampler1DShadow,vec4,float,float,int); Step #5: float textureProjLod(sampler1DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler1DShadow,vec4,float,int); Step #5: ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: ivec2 textureSize(sampler2DRectShadow); Step #5: float texture(sampler2DRectShadow,vec3); Step #5: float textureGrad(sampler2DRectShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DRectShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DRectShadow,vec3,vec2,vec2,ivec2); Step #5: float textureProj(sampler2DRectShadow,vec4); Step #5: float textureProjGrad(sampler2DRectShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DRectShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DRectShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DRectShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DRectShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DRectShadow,vec2,float,ivec2[4]); Step #5: ivec2 textureSize(sampler1DArrayShadow,int); Step #5: float texture(sampler1DArrayShadow,vec3); Step #5: float textureGrad(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int); Step #5: float textureGradOffset(sampler1DArrayShadow,vec3,float,float,int); Step #5: float textureLod(sampler1DArrayShadow,vec3,float); Step #5: float textureLodOffset(sampler1DArrayShadow,vec3,float,int); Step #5: ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: ivec3 textureSize(samplerCubeArrayShadow,int); Step #5: float texture(samplerCubeArrayShadow,vec4,float); Step #5: float textureGrad(samplerCubeArrayShadow,vec4,float,vec3,vec3); Step #5: vec4 textureGather(samplerCubeArrayShadow,vec4,float); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image1D, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1D, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1D, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1D, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1D, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1D, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1D, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1D, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1D, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2D, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2D, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2D, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2D, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2D, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage3D, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage3D, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage3D, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage3D, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage3D, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCube, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCube, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCube, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCube, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCube, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DRect, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DRect, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DRect, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DRect, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DRect, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DRect, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DRect, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DRect, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal imageBuffer, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageBuffer, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageBuffer, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageBuffer, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageBuffer, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageBuffer, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageBuffer, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageBuffer, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageBuffer, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image1DArray, ivec2, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage1DArray, ivec2, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage1DArray, ivec2, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage1DArray, ivec2, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage1DArray, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage1DArray, ivec2, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage1DArray, ivec2, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage1DArray, ivec2, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal imageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCubeArray, ivec3, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCubeArray, ivec3, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimageCubeArray, ivec3, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimageCubeArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCubeArray, ivec3, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimageCubeArray, ivec3, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimageCubeArray, ivec3, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMS, ivec2, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMS, ivec2, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMS, ivec2, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMS, ivec2, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMS, ivec2, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMS, ivec2, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMS, ivec2, int, highp uint, int, int, int); Step #5: vec4 imageLoad(readonly volatile coherent nontemporal image2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DMSArray, ivec3, int, vec4); Step #5: ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DMSArray, ivec3, int, ivec4); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int); Step #5: highp int imageAtomicAdd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMin(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicMax(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicAnd(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicOr(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicXor(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicExchange(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: highp int imageAtomicCompSwap(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, highp int, int, int, int, int, int); Step #5: highp int imageAtomicLoad(volatile coherent nontemporal iimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal iimage2DMSArray, ivec3, int, highp int, int, int, int); Step #5: uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DMSArray, ivec3, int); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DMSArray, ivec3, int, uvec4); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint); Step #5: highp uint imageAtomicAdd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMin(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicMax(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicAnd(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicOr(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicXor(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicExchange(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: highp uint imageAtomicCompSwap(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, highp uint, int, int, int, int, int); Step #5: highp uint imageAtomicLoad(volatile coherent nontemporal uimage2DMSArray, ivec3, int, int, int, int); Step #5: void imageAtomicStore(volatile coherent nontemporal uimage2DMSArray, ivec3, int, highp uint, int, int, int); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:216: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture1D(sampler1D, float);vec4 texture1DProj(sampler1D, vec2);vec4 texture1DProj(sampler1D, vec4);vec4 shadow1D(sampler1DShadow, vec3);vec4 shadow2D(sampler2DShadow, vec3);vec4 shadow1DProj(sampler1DShadow, vec4);vec4 shadow2DProj(sampler2DShadow, vec4);vec4 texture2DRect(sampler2DRect, vec2);vec4 texture2DRectProj(sampler2DRect, vec3);vec4 texture2DRectProj(sampler2DRect, vec4);vec4 shadow2DRect(sampler2DRectShadow, vec3);vec4 shadow2DRectProj(sampler2DRectShadow, vec4);vec4 texture1DArray(sampler1DArray, vec2);vec4 texture2DArray(sampler2DArray, vec3);vec4 shadow1DArray(sampler1DArrayShadow, vec3);vec4 shadow2DArray(sampler2DArrayShadow, vec4);vec4 texture1DArray(sampler1DArray, vec2, float);vec4 texture2DArray(sampler2DArray, vec3, float);vec4 shadow1DArray(sampler1DArrayShadow, vec3, float);vec4 texture1DArrayLod(sampler1DArray, vec2, float);vec4 texture2DArrayLod(sampler2DArray, vec3, float);vec4 shadow1DArrayLod(sampler1DArrayShadow, vec3, float); Step #5: float noise1(float x);float noise1(vec2 x);float noise1(vec3 x);float noise1(vec4 x);vec2 noise2(float x);vec2 noise2(vec2 x);vec2 noise2(vec3 x);vec2 noise2(vec4 x);vec3 noise3(float x);vec3 noise3(vec2 x);vec3 noise3(vec3 x);vec3 noise3(vec4 x);vec4 noise4(float x);vec4 noise4(vec2 x);vec4 noise4(vec3 x);vec4 noise4(vec4 x); Step #5: vec4 texture2DLod(sampler2D, vec2, float);vec4 texture2DProjLod(sampler2D, vec3, float);vec4 texture2DProjLod(sampler2D, vec4, float);vec4 texture3DLod(sampler3D, vec3, float);vec4 texture3DProjLod(sampler3D, vec4, float);vec4 textureCubeLod(samplerCube, vec3, float); Step #5: vec4 texture1DLod(sampler1D, float, float);vec4 texture1DProjLod(sampler1D, vec2, float);vec4 texture1DProjLod(sampler1D, vec4, float);vec4 shadow1DLod(sampler1DShadow, vec3, float);vec4 shadow2DLod(sampler2DShadow, vec3, float);vec4 shadow1DProjLod(sampler1DShadow, vec4, float);vec4 shadow2DProjLod(sampler2DShadow, vec4, float);vec4 texture1DGradARB(sampler1D, float, float, float);vec4 texture1DProjGradARB(sampler1D, vec2, float, float);vec4 texture1DProjGradARB(sampler1D, vec4, float, float);vec4 texture2DGradARB(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradARB(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradARB(sampler2D, vec4, vec2, vec2);vec4 texture3DGradARB(sampler3D, vec3, vec3, vec3);vec4 texture3DProjGradARB(sampler3D, vec4, vec3, vec3);vec4 textureCubeGradARB(samplerCube, vec3, vec3, vec3);vec4 shadow1DGradARB(sampler1DShadow, vec3, float, float);vec4 shadow1DProjGradARB( sampler1DShadow, vec4, float, float);vec4 shadow2DGradARB(sampler2DShadow, vec3, vec2, vec2);vec4 shadow2DProjGradARB( sampler2DShadow, vec4, vec2, vec2);vec4 texture2DRectGradARB(sampler2DRect, vec2, vec2, vec2);vec4 texture2DRectProjGradARB( sampler2DRect, vec3, vec2, vec2);vec4 texture2DRectProjGradARB( sampler2DRect, vec4, vec2, vec2);vec4 shadow2DRectGradARB( sampler2DRectShadow, vec3, vec2, vec2);vec4 shadow2DRectProjGradARB(sampler2DRectShadow, vec4, vec2, vec2); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {float near;float far;float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: uniform mat4 gl_ModelViewMatrix;uniform mat4 gl_ProjectionMatrix;uniform mat4 gl_ModelViewProjectionMatrix;uniform mat3 gl_NormalMatrix;uniform mat4 gl_ModelViewMatrixInverse;uniform mat4 gl_ProjectionMatrixInverse;uniform mat4 gl_ModelViewProjectionMatrixInverse;uniform mat4 gl_ModelViewMatrixTranspose;uniform mat4 gl_ProjectionMatrixTranspose;uniform mat4 gl_ModelViewProjectionMatrixTranspose;uniform mat4 gl_ModelViewMatrixInverseTranspose;uniform mat4 gl_ProjectionMatrixInverseTranspose;uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;uniform float gl_NormalScale;struct gl_PointParameters {float size;float sizeMin;float sizeMax;float fadeThresholdSize;float distanceConstantAttenuation;float distanceLinearAttenuation;float distanceQuadraticAttenuation;};uniform gl_PointParameters gl_Point;struct gl_MaterialParameters {vec4 emission;vec4 ambient;vec4 diffuse;vec4 specular;float shininess;};uniform gl_MaterialParameters gl_FrontMaterial;uniform gl_MaterialParameters gl_BackMaterial;struct gl_LightSourceParameters {vec4 ambient;vec4 diffuse;vec4 specular;vec4 position;vec4 halfVector;vec3 spotDirection;float spotExponent;float spotCutoff;float spotCosCutoff;float constantAttenuation;float linearAttenuation;float quadraticAttenuation;};struct gl_LightModelParameters {vec4 ambient;};uniform gl_LightModelParameters gl_LightModel;struct gl_LightModelProducts {vec4 sceneColor;};uniform gl_LightModelProducts gl_FrontLightModelProduct;uniform gl_LightModelProducts gl_BackLightModelProduct;struct gl_LightProducts {vec4 ambient;vec4 diffuse;vec4 specular;};struct gl_FogParameters {vec4 color;float density;float start;float end;float scale;};uniform gl_FogParameters gl_Fog; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:216: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;vec4 gl_FragColor;varying vec4 gl_Color;varying vec4 gl_SecondaryColor;varying vec4 gl_TexCoord[];varying float gl_FogFragCoord; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:342: '' : syntax error, unexpected SAMPLER, expecting RIGHT_PAREN Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: mediump vec2 unpackHalf2x16(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: highp ivec2 textureSize(samplerExternalOES, int lod);vec4 texture(samplerExternalOES, vec2);vec4 texture(samplerExternalOES, vec2, float bias);vec4 textureProj(samplerExternalOES, vec3);vec4 textureProj(samplerExternalOES, vec3, float bias);vec4 textureProj(samplerExternalOES, vec4);vec4 textureProj(samplerExternalOES, vec4, float bias);vec4 texelFetch(samplerExternalOES, ivec2, int lod); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: uint dotEXT(uvec2 a, uvec2 b);int dotEXT(ivec2 a, ivec2 b);int dotEXT(ivec2 a, uvec2 b);int dotEXT(uvec2 a, ivec2 b);uint dotEXT(uvec3 a, uvec3 b);int dotEXT(ivec3 a, ivec3 b);int dotEXT(ivec3 a, uvec3 b);int dotEXT(uvec3 a, ivec3 b);uint dotEXT(uvec4 a, uvec4 b);int dotEXT(ivec4 a, ivec4 b);int dotEXT(ivec4 a, uvec4 b);int dotEXT(uvec4 a, ivec4 b);uint dotPacked4x8EXT(uint a, uint b);int dotPacked4x8EXT(int a, uint b);int dotPacked4x8EXT(uint a, int b);int dotPacked4x8EXT(int a, int b);uint dotEXT(u8vec2 a, u8vec2 b);int dotEXT(i8vec2 a, u8vec2 b);int dotEXT(u8vec2 a, i8vec2 b);int dotEXT(i8vec2 a, i8vec2 b);uint dotEXT(u8vec3 a, u8vec3 b);int dotEXT(i8vec3 a, u8vec3 b);int dotEXT(u8vec3 a, i8vec3 b);int dotEXT(i8vec3 a, i8vec3 b);uint dotEXT(u8vec4 a, u8vec4 b);int dotEXT(i8vec4 a, u8vec4 b);int dotEXT(u8vec4 a, i8vec4 b);int dotEXT(i8vec4 a, i8vec4 b);uint dotEXT(u16vec2 a, u16vec2 b);int dotEXT(i16vec2 a, u16vec2 b);int dotEXT(u16vec2 a, i16vec2 b);int dotEXT(i16vec2 a, i16vec2 b);uint dotEXT(u16vec3 a, u16vec3 b);int dotEXT(i16vec3 a, u16vec3 b);int dotEXT(u16vec3 a, i16vec3 b);int dotEXT(i16vec3 a, i16vec3 b);uint dotEXT(u16vec4 a, u16vec4 b);int dotEXT(i16vec4 a, u16vec4 b);int dotEXT(u16vec4 a, i16vec4 b);int dotEXT(i16vec4 a, i16vec4 b);uint64_t dotEXT(u64vec2 a, u64vec2 b);int64_t dotEXT(i64vec2 a, u64vec2 b);int64_t dotEXT(u64vec2 a, i64vec2 b);int64_t dotEXT(i64vec2 a, i64vec2 b);uint64_t dotEXT(u64vec3 a, u64vec3 b);int64_t dotEXT(i64vec3 a, u64vec3 b);int64_t dotEXT(u64vec3 a, i64vec3 b);int64_t dotEXT(i64vec3 a, i64vec3 b);uint64_t dotEXT(u64vec4 a, u64vec4 b);int64_t dotEXT(i64vec4 a, u64vec4 b);int64_t dotEXT(u64vec4 a, i64vec4 b);int64_t dotEXT(i64vec4 a, i64vec4 b);uint dotAccSatEXT(uvec2 a, uvec2 b, uint c);int dotAccSatEXT(ivec2 a, uvec2 b, int c);int dotAccSatEXT(uvec2 a, ivec2 b, int c);int dotAccSatEXT(ivec2 a, ivec2 b, int c);uint dotAccSatEXT(uvec3 a, uvec3 b, uint c);int dotAccSatEXT(ivec3 a, uvec3 b, int c);int dotAccSatEXT(uvec3 a, ivec3 b, int c);int dotAccSatEXT(ivec3 a, ivec3 b, int c);uint dotAccSatEXT(uvec4 a, uvec4 b, uint c);int dotAccSatEXT(ivec4 a, uvec4 b, int c);int dotAccSatEXT(uvec4 a, ivec4 b, int c);int dotAccSatEXT(ivec4 a, ivec4 b, int c);uint dotPacked4x8AccSatEXT(uint a, uint b, uint c);int dotPacked4x8AccSatEXT(int a, uint b, int c);int dotPacked4x8AccSatEXT(uint a, int b, int c);int dotPacked4x8AccSatEXT(int a, int b, int c);uint dotAccSatEXT(u8vec2 a, u8vec2 b, uint c);int dotAccSatEXT(i8vec2 a, u8vec2 b, int c);int dotAccSatEXT(u8vec2 a, i8vec2 b, int c);int dotAccSatEXT(i8vec2 a, i8vec2 b, int c);uint dotAccSatEXT(u8vec3 a, u8vec3 b, uint c);int dotAccSatEXT(i8vec3 a, u8vec3 b, int c);int dotAccSatEXT(u8vec3 a, i8vec3 b, int c);int dotAccSatEXT(i8vec3 a, i8vec3 b, int c);uint dotAccSatEXT(u8vec4 a, u8vec4 b, uint c);int dotAccSatEXT(i8vec4 a, u8vec4 b, int c);int dotAccSatEXT(u8vec4 a, i8vec4 b, int c);int dotAccSatEXT(i8vec4 a, i8vec4 b, int c);uint dotAccSatEXT(u16vec2 a, u16vec2 b, uint c);int dotAccSatEXT(i16vec2 a, u16vec2 b, int c);int dotAccSatEXT(u16vec2 a, i16vec2 b, int c);int dotAccSatEXT(i16vec2 a, i16vec2 b, int c);uint dotAccSatEXT(u16vec3 a, u16vec3 b, uint c);int dotAccSatEXT(i16vec3 a, u16vec3 b, int c);int dotAccSatEXT(u16vec3 a, i16vec3 b, int c);int dotAccSatEXT(i16vec3 a, i16vec3 b, int c);uint dotAccSatEXT(u16vec4 a, u16vec4 b, uint c);int dotAccSatEXT(i16vec4 a, u16vec4 b, int c);int dotAccSatEXT(u16vec4 a, i16vec4 b, int c);int dotAccSatEXT(i16vec4 a, i16vec4 b, int c);uint64_t dotAccSatEXT(u64vec2 a, u64vec2 b, uint64_t c);int64_t dotAccSatEXT(i64vec2 a, u64vec2 b, int64_t c);int64_t dotAccSatEXT(u64vec2 a, i64vec2 b, int64_t c);int64_t dotAccSatEXT(i64vec2 a, i64vec2 b, int64_t c);uint64_t dotAccSatEXT(u64vec3 a, u64vec3 b, uint64_t c);int64_t dotAccSatEXT(i64vec3 a, u64vec3 b, int64_t c);int64_t dotAccSatEXT(u64vec3 a, i64vec3 b, int64_t c);int64_t dotAccSatEXT(i64vec3 a, i64vec3 b, int64_t c);uint64_t dotAccSatEXT(u64vec4 a, u64vec4 b, uint64_t c);int64_t dotAccSatEXT(i64vec4 a, u64vec4 b, int64_t c);int64_t dotAccSatEXT(u64vec4 a, i64vec4 b, int64_t c);int64_t dotAccSatEXT(i64vec4 a, i64vec4 b, int64_t c); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: highp ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: highp ivec2 textureSize(texture2D,int); Step #5: highp ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: highp ivec2 textureSize(itexture2D,int); Step #5: highp ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: highp ivec2 textureSize(utexture2D,int); Step #5: highp ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: highp ivec3 textureSize(texture3D,int); Step #5: highp ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: highp ivec3 textureSize(itexture3D,int); Step #5: highp ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: highp ivec3 textureSize(utexture3D,int); Step #5: highp ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: highp ivec2 textureSize(textureCube,int); Step #5: highp ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: highp ivec2 textureSize(itextureCube,int); Step #5: highp ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: highp ivec2 textureSize(utextureCube,int); Step #5: highp ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: highp ivec3 textureSize(texture2DArray,int); Step #5: highp ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: highp ivec3 textureSize(itexture2DArray,int); Step #5: highp ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: highp ivec3 textureSize(utexture2DArray,int); Step #5: highp ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: highp ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: highp ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:342: '' : syntax error, unexpected SAMPLER, expecting RIGHT_PAREN Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:342: '' : syntax error, unexpected SAMPLER, expecting RIGHT_PAREN Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: float sinh(float); Step #5: vec2 sinh(vec2); Step #5: vec3 sinh(vec3); Step #5: vec4 sinh(vec4); Step #5: float cosh(float); Step #5: vec2 cosh(vec2); Step #5: vec3 cosh(vec3); Step #5: vec4 cosh(vec4); Step #5: float tanh(float); Step #5: vec2 tanh(vec2); Step #5: vec3 tanh(vec3); Step #5: vec4 tanh(vec4); Step #5: float asinh(float); Step #5: vec2 asinh(vec2); Step #5: vec3 asinh(vec3); Step #5: vec4 asinh(vec4); Step #5: float acosh(float); Step #5: vec2 acosh(vec2); Step #5: vec3 acosh(vec3); Step #5: vec4 acosh(vec4); Step #5: float atanh(float); Step #5: vec2 atanh(vec2); Step #5: vec3 atanh(vec3); Step #5: vec4 atanh(vec4); Step #5: int abs(int); Step #5: ivec2 abs(ivec2); Step #5: ivec3 abs(ivec3); Step #5: ivec4 abs(ivec4); Step #5: int sign(int); Step #5: ivec2 sign(ivec2); Step #5: ivec3 sign(ivec3); Step #5: ivec4 sign(ivec4); Step #5: float trunc(float); Step #5: vec2 trunc(vec2); Step #5: vec3 trunc(vec3); Step #5: vec4 trunc(vec4); Step #5: float round(float); Step #5: vec2 round(vec2); Step #5: vec3 round(vec3); Step #5: vec4 round(vec4); Step #5: float roundEven(float); Step #5: vec2 roundEven(vec2); Step #5: vec3 roundEven(vec3); Step #5: vec4 roundEven(vec4); Step #5: float modf(float,out float); Step #5: vec2 modf(vec2,out vec2); Step #5: vec3 modf(vec3,out vec3); Step #5: vec4 modf(vec4,out vec4); Step #5: int min(int,int); Step #5: ivec2 min(ivec2,ivec2); Step #5: ivec3 min(ivec3,ivec3); Step #5: ivec4 min(ivec4,ivec4); Step #5: uint min(uint,uint); Step #5: uvec2 min(uvec2,uvec2); Step #5: uvec3 min(uvec3,uvec3); Step #5: uvec4 min(uvec4,uvec4); Step #5: ivec2 min(ivec2,int); Step #5: ivec3 min(ivec3,int); Step #5: ivec4 min(ivec4,int); Step #5: uvec2 min(uvec2,uint); Step #5: uvec3 min(uvec3,uint); Step #5: uvec4 min(uvec4,uint); Step #5: int max(int,int); Step #5: ivec2 max(ivec2,ivec2); Step #5: ivec3 max(ivec3,ivec3); Step #5: ivec4 max(ivec4,ivec4); Step #5: uint max(uint,uint); Step #5: uvec2 max(uvec2,uvec2); Step #5: uvec3 max(uvec3,uvec3); Step #5: uvec4 max(uvec4,uvec4); Step #5: ivec2 max(ivec2,int); Step #5: ivec3 max(ivec3,int); Step #5: ivec4 max(ivec4,int); Step #5: uvec2 max(uvec2,uint); Step #5: uvec3 max(uvec3,uint); Step #5: uvec4 max(uvec4,uint); Step #5: int clamp(int,int,int); Step #5: ivec2 clamp(ivec2,ivec2,ivec2); Step #5: ivec3 clamp(ivec3,ivec3,ivec3); Step #5: ivec4 clamp(ivec4,ivec4,ivec4); Step #5: uint clamp(uint,uint,uint); Step #5: uvec2 clamp(uvec2,uvec2,uvec2); Step #5: uvec3 clamp(uvec3,uvec3,uvec3); Step #5: uvec4 clamp(uvec4,uvec4,uvec4); Step #5: ivec2 clamp(ivec2,int,int); Step #5: ivec3 clamp(ivec3,int,int); Step #5: ivec4 clamp(ivec4,int,int); Step #5: uvec2 clamp(uvec2,uint,uint); Step #5: uvec3 clamp(uvec3,uint,uint); Step #5: uvec4 clamp(uvec4,uint,uint); Step #5: float mix(float,float,bool); Step #5: vec2 mix(vec2,vec2,bvec2); Step #5: vec3 mix(vec3,vec3,bvec3); Step #5: vec4 mix(vec4,vec4,bvec4); Step #5: bool isinf(float); Step #5: bvec2 isinf(vec2); Step #5: bvec3 isinf(vec3); Step #5: bvec4 isinf(vec4); Step #5: bool isnan(float); Step #5: bvec2 isnan(vec2); Step #5: bvec3 isnan(vec3); Step #5: bvec4 isnan(vec4); Step #5: bvec2 lessThan(uvec2,uvec2); Step #5: bvec3 lessThan(uvec3,uvec3); Step #5: bvec4 lessThan(uvec4,uvec4); Step #5: bvec2 lessThanEqual(uvec2,uvec2); Step #5: bvec3 lessThanEqual(uvec3,uvec3); Step #5: bvec4 lessThanEqual(uvec4,uvec4); Step #5: bvec2 greaterThan(uvec2,uvec2); Step #5: bvec3 greaterThan(uvec3,uvec3); Step #5: bvec4 greaterThan(uvec4,uvec4); Step #5: bvec2 greaterThanEqual(uvec2,uvec2); Step #5: bvec3 greaterThanEqual(uvec3,uvec3); Step #5: bvec4 greaterThanEqual(uvec4,uvec4); Step #5: bvec2 equal(uvec2,uvec2); Step #5: bvec3 equal(uvec3,uvec3); Step #5: bvec4 equal(uvec4,uvec4); Step #5: bvec2 notEqual(uvec2,uvec2); Step #5: bvec3 notEqual(uvec3,uvec3); Step #5: bvec4 notEqual(uvec4,uvec4); Step #5: int floatBitsToInt(highp float value);ivec2 floatBitsToInt(highp vec2 value);ivec3 floatBitsToInt(highp vec3 value);ivec4 floatBitsToInt(highp vec4 value);uint floatBitsToUint(highp float value);uvec2 floatBitsToUint(highp vec2 value);uvec3 floatBitsToUint(highp vec3 value);uvec4 floatBitsToUint(highp vec4 value);float intBitsToFloat(highp int value);vec2 intBitsToFloat(highp ivec2 value);vec3 intBitsToFloat(highp ivec3 value);vec4 intBitsToFloat(highp ivec4 value);float uintBitsToFloat(highp uint value);vec2 uintBitsToFloat(highp uvec2 value);vec3 uintBitsToFloat(highp uvec3 value);vec4 uintBitsToFloat(highp uvec4 value); Step #5: highp uint packUnorm2x16(vec2);vec2 unpackUnorm2x16(highp uint); Step #5: highp uint packSnorm2x16(vec2); vec2 unpackSnorm2x16(highp uint);highp uint packHalf2x16(vec2); Step #5: mediump vec2 unpackHalf2x16(highp uint); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: mat2 outerProduct(vec2 c, vec2 r);mat3 outerProduct(vec3 c, vec3 r);mat4 outerProduct(vec4 c, vec4 r);mat2x3 outerProduct(vec3 c, vec2 r);mat3x2 outerProduct(vec2 c, vec3 r);mat2x4 outerProduct(vec4 c, vec2 r);mat4x2 outerProduct(vec2 c, vec4 r);mat3x4 outerProduct(vec4 c, vec3 r);mat4x3 outerProduct(vec3 c, vec4 r);mat2 transpose(mat2 m);mat3 transpose(mat3 m);mat4 transpose(mat4 m);mat2x3 transpose(mat3x2 m);mat3x2 transpose(mat2x3 m);mat2x4 transpose(mat4x2 m);mat4x2 transpose(mat2x4 m);mat3x4 transpose(mat4x3 m);mat4x3 transpose(mat3x4 m);mat2x3 matrixCompMult(mat2x3, mat2x3);mat2x4 matrixCompMult(mat2x4, mat2x4);mat3x2 matrixCompMult(mat3x2, mat3x2);mat3x4 matrixCompMult(mat3x4, mat3x4);mat4x2 matrixCompMult(mat4x2, mat4x2);mat4x3 matrixCompMult(mat4x3, mat4x3); Step #5: float determinant(mat2 m);float determinant(mat3 m);float determinant(mat4 m);mat2 inverse(mat2 m);mat3 inverse(mat3 m);mat4 inverse(mat4 m); Step #5: highp ivec2 textureSize(samplerExternalOES, int lod);vec4 texture(samplerExternalOES, vec2);vec4 texture(samplerExternalOES, vec2, float bias);vec4 textureProj(samplerExternalOES, vec3);vec4 textureProj(samplerExternalOES, vec3, float bias);vec4 textureProj(samplerExternalOES, vec4);vec4 textureProj(samplerExternalOES, vec4, float bias);vec4 texelFetch(samplerExternalOES, ivec2, int lod); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: uint dotEXT(uvec2 a, uvec2 b);int dotEXT(ivec2 a, ivec2 b);int dotEXT(ivec2 a, uvec2 b);int dotEXT(uvec2 a, ivec2 b);uint dotEXT(uvec3 a, uvec3 b);int dotEXT(ivec3 a, ivec3 b);int dotEXT(ivec3 a, uvec3 b);int dotEXT(uvec3 a, ivec3 b);uint dotEXT(uvec4 a, uvec4 b);int dotEXT(ivec4 a, ivec4 b);int dotEXT(ivec4 a, uvec4 b);int dotEXT(uvec4 a, ivec4 b);uint dotPacked4x8EXT(uint a, uint b);int dotPacked4x8EXT(int a, uint b);int dotPacked4x8EXT(uint a, int b);int dotPacked4x8EXT(int a, int b);uint dotEXT(u8vec2 a, u8vec2 b);int dotEXT(i8vec2 a, u8vec2 b);int dotEXT(u8vec2 a, i8vec2 b);int dotEXT(i8vec2 a, i8vec2 b);uint dotEXT(u8vec3 a, u8vec3 b);int dotEXT(i8vec3 a, u8vec3 b);int dotEXT(u8vec3 a, i8vec3 b);int dotEXT(i8vec3 a, i8vec3 b);uint dotEXT(u8vec4 a, u8vec4 b);int dotEXT(i8vec4 a, u8vec4 b);int dotEXT(u8vec4 a, i8vec4 b);int dotEXT(i8vec4 a, i8vec4 b);uint dotEXT(u16vec2 a, u16vec2 b);int dotEXT(i16vec2 a, u16vec2 b);int dotEXT(u16vec2 a, i16vec2 b);int dotEXT(i16vec2 a, i16vec2 b);uint dotEXT(u16vec3 a, u16vec3 b);int dotEXT(i16vec3 a, u16vec3 b);int dotEXT(u16vec3 a, i16vec3 b);int dotEXT(i16vec3 a, i16vec3 b);uint dotEXT(u16vec4 a, u16vec4 b);int dotEXT(i16vec4 a, u16vec4 b);int dotEXT(u16vec4 a, i16vec4 b);int dotEXT(i16vec4 a, i16vec4 b);uint64_t dotEXT(u64vec2 a, u64vec2 b);int64_t dotEXT(i64vec2 a, u64vec2 b);int64_t dotEXT(u64vec2 a, i64vec2 b);int64_t dotEXT(i64vec2 a, i64vec2 b);uint64_t dotEXT(u64vec3 a, u64vec3 b);int64_t dotEXT(i64vec3 a, u64vec3 b);int64_t dotEXT(u64vec3 a, i64vec3 b);int64_t dotEXT(i64vec3 a, i64vec3 b);uint64_t dotEXT(u64vec4 a, u64vec4 b);int64_t dotEXT(i64vec4 a, u64vec4 b);int64_t dotEXT(u64vec4 a, i64vec4 b);int64_t dotEXT(i64vec4 a, i64vec4 b);uint dotAccSatEXT(uvec2 a, uvec2 b, uint c);int dotAccSatEXT(ivec2 a, uvec2 b, int c);int dotAccSatEXT(uvec2 a, ivec2 b, int c);int dotAccSatEXT(ivec2 a, ivec2 b, int c);uint dotAccSatEXT(uvec3 a, uvec3 b, uint c);int dotAccSatEXT(ivec3 a, uvec3 b, int c);int dotAccSatEXT(uvec3 a, ivec3 b, int c);int dotAccSatEXT(ivec3 a, ivec3 b, int c);uint dotAccSatEXT(uvec4 a, uvec4 b, uint c);int dotAccSatEXT(ivec4 a, uvec4 b, int c);int dotAccSatEXT(uvec4 a, ivec4 b, int c);int dotAccSatEXT(ivec4 a, ivec4 b, int c);uint dotPacked4x8AccSatEXT(uint a, uint b, uint c);int dotPacked4x8AccSatEXT(int a, uint b, int c);int dotPacked4x8AccSatEXT(uint a, int b, int c);int dotPacked4x8AccSatEXT(int a, int b, int c);uint dotAccSatEXT(u8vec2 a, u8vec2 b, uint c);int dotAccSatEXT(i8vec2 a, u8vec2 b, int c);int dotAccSatEXT(u8vec2 a, i8vec2 b, int c);int dotAccSatEXT(i8vec2 a, i8vec2 b, int c);uint dotAccSatEXT(u8vec3 a, u8vec3 b, uint c);int dotAccSatEXT(i8vec3 a, u8vec3 b, int c);int dotAccSatEXT(u8vec3 a, i8vec3 b, int c);int dotAccSatEXT(i8vec3 a, i8vec3 b, int c);uint dotAccSatEXT(u8vec4 a, u8vec4 b, uint c);int dotAccSatEXT(i8vec4 a, u8vec4 b, int c);int dotAccSatEXT(u8vec4 a, i8vec4 b, int c);int dotAccSatEXT(i8vec4 a, i8vec4 b, int c);uint dotAccSatEXT(u16vec2 a, u16vec2 b, uint c);int dotAccSatEXT(i16vec2 a, u16vec2 b, int c);int dotAccSatEXT(u16vec2 a, i16vec2 b, int c);int dotAccSatEXT(i16vec2 a, i16vec2 b, int c);uint dotAccSatEXT(u16vec3 a, u16vec3 b, uint c);int dotAccSatEXT(i16vec3 a, u16vec3 b, int c);int dotAccSatEXT(u16vec3 a, i16vec3 b, int c);int dotAccSatEXT(i16vec3 a, i16vec3 b, int c);uint dotAccSatEXT(u16vec4 a, u16vec4 b, uint c);int dotAccSatEXT(i16vec4 a, u16vec4 b, int c);int dotAccSatEXT(u16vec4 a, i16vec4 b, int c);int dotAccSatEXT(i16vec4 a, i16vec4 b, int c);uint64_t dotAccSatEXT(u64vec2 a, u64vec2 b, uint64_t c);int64_t dotAccSatEXT(i64vec2 a, u64vec2 b, int64_t c);int64_t dotAccSatEXT(u64vec2 a, i64vec2 b, int64_t c);int64_t dotAccSatEXT(i64vec2 a, i64vec2 b, int64_t c);uint64_t dotAccSatEXT(u64vec3 a, u64vec3 b, uint64_t c);int64_t dotAccSatEXT(i64vec3 a, u64vec3 b, int64_t c);int64_t dotAccSatEXT(u64vec3 a, i64vec3 b, int64_t c);int64_t dotAccSatEXT(i64vec3 a, i64vec3 b, int64_t c);uint64_t dotAccSatEXT(u64vec4 a, u64vec4 b, uint64_t c);int64_t dotAccSatEXT(i64vec4 a, u64vec4 b, int64_t c);int64_t dotAccSatEXT(u64vec4 a, i64vec4 b, int64_t c);int64_t dotAccSatEXT(i64vec4 a, i64vec4 b, int64_t c); Step #5: uint countLeadingZeros(uint);uvec2 countLeadingZeros(uvec2);uvec3 countLeadingZeros(uvec3);uvec4 countLeadingZeros(uvec4);uint countTrailingZeros(uint);uvec2 countTrailingZeros(uvec2);uvec3 countTrailingZeros(uvec3);uvec4 countTrailingZeros(uvec4);uint absoluteDifference(int, int);uvec2 absoluteDifference(ivec2, ivec2);uvec3 absoluteDifference(ivec3, ivec3);uvec4 absoluteDifference(ivec4, ivec4);uint16_t absoluteDifference(int16_t, int16_t);u16vec2 absoluteDifference(i16vec2, i16vec2);u16vec3 absoluteDifference(i16vec3, i16vec3);u16vec4 absoluteDifference(i16vec4, i16vec4);uint64_t absoluteDifference(int64_t, int64_t);u64vec2 absoluteDifference(i64vec2, i64vec2);u64vec3 absoluteDifference(i64vec3, i64vec3);u64vec4 absoluteDifference(i64vec4, i64vec4);uint absoluteDifference(uint, uint);uvec2 absoluteDifference(uvec2, uvec2);uvec3 absoluteDifference(uvec3, uvec3);uvec4 absoluteDifference(uvec4, uvec4);uint16_t absoluteDifference(uint16_t, uint16_t);u16vec2 absoluteDifference(u16vec2, u16vec2);u16vec3 absoluteDifference(u16vec3, u16vec3);u16vec4 absoluteDifference(u16vec4, u16vec4);uint64_t absoluteDifference(uint64_t, uint64_t);u64vec2 absoluteDifference(u64vec2, u64vec2);u64vec3 absoluteDifference(u64vec3, u64vec3);u64vec4 absoluteDifference(u64vec4, u64vec4);int addSaturate(int, int);ivec2 addSaturate(ivec2, ivec2);ivec3 addSaturate(ivec3, ivec3);ivec4 addSaturate(ivec4, ivec4);int16_t addSaturate(int16_t, int16_t);i16vec2 addSaturate(i16vec2, i16vec2);i16vec3 addSaturate(i16vec3, i16vec3);i16vec4 addSaturate(i16vec4, i16vec4);int64_t addSaturate(int64_t, int64_t);i64vec2 addSaturate(i64vec2, i64vec2);i64vec3 addSaturate(i64vec3, i64vec3);i64vec4 addSaturate(i64vec4, i64vec4);uint addSaturate(uint, uint);uvec2 addSaturate(uvec2, uvec2);uvec3 addSaturate(uvec3, uvec3);uvec4 addSaturate(uvec4, uvec4);uint16_t addSaturate(uint16_t, uint16_t);u16vec2 addSaturate(u16vec2, u16vec2);u16vec3 addSaturate(u16vec3, u16vec3);u16vec4 addSaturate(u16vec4, u16vec4);uint64_t addSaturate(uint64_t, uint64_t);u64vec2 addSaturate(u64vec2, u64vec2);u64vec3 addSaturate(u64vec3, u64vec3);u64vec4 addSaturate(u64vec4, u64vec4);int subtractSaturate(int, int);ivec2 subtractSaturate(ivec2, ivec2);ivec3 subtractSaturate(ivec3, ivec3);ivec4 subtractSaturate(ivec4, ivec4);int16_t subtractSaturate(int16_t, int16_t);i16vec2 subtractSaturate(i16vec2, i16vec2);i16vec3 subtractSaturate(i16vec3, i16vec3);i16vec4 subtractSaturate(i16vec4, i16vec4);int64_t subtractSaturate(int64_t, int64_t);i64vec2 subtractSaturate(i64vec2, i64vec2);i64vec3 subtractSaturate(i64vec3, i64vec3);i64vec4 subtractSaturate(i64vec4, i64vec4);uint subtractSaturate(uint, uint);uvec2 subtractSaturate(uvec2, uvec2);uvec3 subtractSaturate(uvec3, uvec3);uvec4 subtractSaturate(uvec4, uvec4);uint16_t subtractSaturate(uint16_t, uint16_t);u16vec2 subtractSaturate(u16vec2, u16vec2);u16vec3 subtractSaturate(u16vec3, u16vec3);u16vec4 subtractSaturate(u16vec4, u16vec4);uint64_t subtractSaturate(uint64_t, uint64_t);u64vec2 subtractSaturate(u64vec2, u64vec2);u64vec3 subtractSaturate(u64vec3, u64vec3);u64vec4 subtractSaturate(u64vec4, u64vec4);int average(int, int);ivec2 average(ivec2, ivec2);ivec3 average(ivec3, ivec3);ivec4 average(ivec4, ivec4);int16_t average(int16_t, int16_t);i16vec2 average(i16vec2, i16vec2);i16vec3 average(i16vec3, i16vec3);i16vec4 average(i16vec4, i16vec4);int64_t average(int64_t, int64_t);i64vec2 average(i64vec2, i64vec2);i64vec3 average(i64vec3, i64vec3);i64vec4 average(i64vec4, i64vec4);uint average(uint, uint);uvec2 average(uvec2, uvec2);uvec3 average(uvec3, uvec3);uvec4 average(uvec4, uvec4);uint16_t average(uint16_t, uint16_t);u16vec2 average(u16vec2, u16vec2);u16vec3 average(u16vec3, u16vec3);u16vec4 average(u16vec4, u16vec4);uint64_t average(uint64_t, uint64_t);u64vec2 average(u64vec2, u64vec2);u64vec3 average(u64vec3, u64vec3);u64vec4 average(u64vec4, u64vec4);int averageRounded(int, int);ivec2 averageRounded(ivec2, ivec2);ivec3 averageRounded(ivec3, ivec3);ivec4 averageRounded(ivec4, ivec4);int16_t averageRounded(int16_t, int16_t);i16vec2 averageRounded(i16vec2, i16vec2);i16vec3 averageRounded(i16vec3, i16vec3);i16vec4 averageRounded(i16vec4, i16vec4);int64_t averageRounded(int64_t, int64_t);i64vec2 averageRounded(i64vec2, i64vec2);i64vec3 averageRounded(i64vec3, i64vec3);i64vec4 averageRounded(i64vec4, i64vec4);uint averageRounded(uint, uint);uvec2 averageRounded(uvec2, uvec2);uvec3 averageRounded(uvec3, uvec3);uvec4 averageRounded(uvec4, uvec4);uint16_t averageRounded(uint16_t, uint16_t);u16vec2 averageRounded(u16vec2, u16vec2);u16vec3 averageRounded(u16vec3, u16vec3);u16vec4 averageRounded(u16vec4, u16vec4);uint64_t averageRounded(uint64_t, uint64_t);u64vec2 averageRounded(u64vec2, u64vec2);u64vec3 averageRounded(u64vec3, u64vec3);u64vec4 averageRounded(u64vec4, u64vec4);int multiply32x16(int, int);ivec2 multiply32x16(ivec2, ivec2);ivec3 multiply32x16(ivec3, ivec3);ivec4 multiply32x16(ivec4, ivec4);uint multiply32x16(uint, uint);uvec2 multiply32x16(uvec2, uvec2);uvec3 multiply32x16(uvec3, uvec3);uvec4 multiply32x16(uvec4, uvec4); Step #5: int mix(int, int, bool);ivec2 mix(ivec2, ivec2, bvec2);ivec3 mix(ivec3, ivec3, bvec3);ivec4 mix(ivec4, ivec4, bvec4);uint mix(uint, uint, bool );uvec2 mix(uvec2, uvec2, bvec2);uvec3 mix(uvec3, uvec3, bvec3);uvec4 mix(uvec4, uvec4, bvec4);bool mix(bool, bool, bool );bvec2 mix(bvec2, bvec2, bvec2);bvec3 mix(bvec3, bvec3, bvec3);bvec4 mix(bvec4, bvec4, bvec4); Step #5: float texture(sampler2DArrayShadow, vec4, float);float texture(samplerCubeArrayShadow, vec4, float, float);float textureLod(sampler2DArrayShadow, vec4, float);float textureLod(samplerCubeShadow, vec4, float);float textureLod(samplerCubeArrayShadow, vec4, float, float);float textureLodOffset(sampler2DArrayShadow, vec4, float, ivec2);float textureOffset(sampler2DArrayShadow, vec4 , ivec2, float); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: highp ivec2 textureSize(sampler2D,int); Step #5: vec4 texture(sampler2D,vec2); Step #5: vec4 textureGrad(sampler2D,vec2,vec2,vec2); Step #5: vec4 texelFetch(sampler2D,ivec2,int); Step #5: vec4 texelGradFetch(sampler2D,ivec2,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGradOffset(sampler2D,vec2,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2D,ivec2,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2D,vec2,float); Step #5: vec4 textureLodOffset(sampler2D,vec2,float,ivec2); Step #5: vec4 textureProj(sampler2D,vec3); Step #5: vec4 textureProj(sampler2D,vec4); Step #5: vec4 textureProjGrad(sampler2D,vec3,vec2,vec2); Step #5: vec4 textureProjGrad(sampler2D,vec4,vec2,vec2); Step #5: vec4 texelProjFetch(sampler2D,ivec3,int); Step #5: vec4 texelProjFetch(sampler2D,vec4,int); Step #5: vec4 texelProjGradFetch(sampler2D,ivec3,int,vec2,vec2); Step #5: vec4 texelProjGradFetch(sampler2D,vec4,int,vec2,vec2); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec3,vec2,vec2,ivec2); Step #5: vec4 textureProjGradOffset(sampler2D,vec4,vec2,vec2,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,ivec3,int,ivec2); Step #5: vec4 texelProjFetchOffset(sampler2D,vec4,int,ivec2); Step #5: vec4 textureProjLod(sampler2D,vec3,float); Step #5: vec4 textureProjLod(sampler2D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler2D,vec3,float,ivec2); Step #5: vec4 textureProjLodOffset(sampler2D,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2D,vec2); Step #5: vec4 textureGather(sampler2D,vec2,int); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int); Step #5: vec4 texelFetch(texture2D,ivec2,int); Step #5: vec4 texelFetchOffset(texture2D,ivec2,int,ivec2); Step #5: highp ivec2 textureSize(texture2D,int); Step #5: highp ivec2 textureSize(isampler2D,int); Step #5: ivec4 texture(isampler2D,vec2); Step #5: ivec4 textureGrad(isampler2D,vec2,vec2,vec2); Step #5: ivec4 texelFetch(isampler2D,ivec2,int); Step #5: ivec4 texelGradFetch(isampler2D,ivec2,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGradOffset(isampler2D,vec2,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2D,ivec2,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2D,vec2,float); Step #5: ivec4 textureLodOffset(isampler2D,vec2,float,ivec2); Step #5: ivec4 textureProj(isampler2D,vec3); Step #5: ivec4 textureProj(isampler2D,vec4); Step #5: ivec4 textureProjGrad(isampler2D,vec3,vec2,vec2); Step #5: ivec4 textureProjGrad(isampler2D,vec4,vec2,vec2); Step #5: ivec4 texelProjFetch(isampler2D,ivec3,int); Step #5: ivec4 texelProjFetch(isampler2D,vec4,int); Step #5: ivec4 texelProjGradFetch(isampler2D,ivec3,int,vec2,vec2); Step #5: ivec4 texelProjGradFetch(isampler2D,vec4,int,vec2,vec2); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec3,vec2,vec2,ivec2); Step #5: ivec4 textureProjGradOffset(isampler2D,vec4,vec2,vec2,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,ivec3,int,ivec2); Step #5: ivec4 texelProjFetchOffset(isampler2D,vec4,int,ivec2); Step #5: ivec4 textureProjLod(isampler2D,vec3,float); Step #5: ivec4 textureProjLod(isampler2D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler2D,vec3,float,ivec2); Step #5: ivec4 textureProjLodOffset(isampler2D,vec4,float,ivec2); Step #5: ivec4 textureGather(isampler2D,vec2); Step #5: ivec4 textureGather(isampler2D,vec2,int); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int); Step #5: ivec4 texelFetch(itexture2D,ivec2,int); Step #5: ivec4 texelFetchOffset(itexture2D,ivec2,int,ivec2); Step #5: highp ivec2 textureSize(itexture2D,int); Step #5: highp ivec2 textureSize(usampler2D,int); Step #5: uvec4 texture(usampler2D,vec2); Step #5: uvec4 textureGrad(usampler2D,vec2,vec2,vec2); Step #5: uvec4 texelFetch(usampler2D,ivec2,int); Step #5: uvec4 texelGradFetch(usampler2D,ivec2,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGradOffset(usampler2D,vec2,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2D,ivec2,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2D,ivec2,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2D,vec2,float); Step #5: uvec4 textureLodOffset(usampler2D,vec2,float,ivec2); Step #5: uvec4 textureProj(usampler2D,vec3); Step #5: uvec4 textureProj(usampler2D,vec4); Step #5: uvec4 textureProjGrad(usampler2D,vec3,vec2,vec2); Step #5: uvec4 textureProjGrad(usampler2D,vec4,vec2,vec2); Step #5: uvec4 texelProjFetch(usampler2D,ivec3,int); Step #5: uvec4 texelProjFetch(usampler2D,vec4,int); Step #5: uvec4 texelProjGradFetch(usampler2D,ivec3,int,vec2,vec2); Step #5: uvec4 texelProjGradFetch(usampler2D,vec4,int,vec2,vec2); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec3,vec2,vec2,ivec2); Step #5: uvec4 textureProjGradOffset(usampler2D,vec4,vec2,vec2,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,ivec3,int,ivec2); Step #5: uvec4 texelProjFetchOffset(usampler2D,vec4,int,ivec2); Step #5: uvec4 textureProjLod(usampler2D,vec3,float); Step #5: uvec4 textureProjLod(usampler2D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler2D,vec3,float,ivec2); Step #5: uvec4 textureProjLodOffset(usampler2D,vec4,float,ivec2); Step #5: uvec4 textureGather(usampler2D,vec2); Step #5: uvec4 textureGather(usampler2D,vec2,int); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int); Step #5: uvec4 texelFetch(utexture2D,ivec2,int); Step #5: uvec4 texelFetchOffset(utexture2D,ivec2,int,ivec2); Step #5: highp ivec2 textureSize(utexture2D,int); Step #5: highp ivec3 textureSize(sampler3D,int); Step #5: vec4 texture(sampler3D,vec3); Step #5: vec4 textureGrad(sampler3D,vec3,vec3,vec3); Step #5: vec4 texelFetch(sampler3D,ivec3,int); Step #5: vec4 texelGradFetch(sampler3D,ivec3,int,vec3,vec3); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3); Step #5: vec4 textureGradOffset(sampler3D,vec3,vec3,vec3,ivec3); Step #5: vec4 texelFetchOffset(sampler3D,ivec3,int,ivec3); Step #5: vec4 texelGradFetchOffset(sampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: vec4 textureLod(sampler3D,vec3,float); Step #5: vec4 textureLodOffset(sampler3D,vec3,float,ivec3); Step #5: vec4 textureProj(sampler3D,vec4); Step #5: vec4 textureProjGrad(sampler3D,vec4,vec3,vec3); Step #5: vec4 texelProjFetch(sampler3D,ivec4,int); Step #5: vec4 texelProjGradFetch(sampler3D,ivec4,int,vec3,vec3); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3); Step #5: vec4 textureProjGradOffset(sampler3D,vec4,vec3,vec3,ivec3); Step #5: vec4 texelProjFetchOffset(sampler3D,ivec4,int,ivec3); Step #5: vec4 textureProjLod(sampler3D,vec4,float); Step #5: vec4 textureProjLodOffset(sampler3D,vec4,float,ivec3); Step #5: vec4 texelFetch(texture3D,ivec3,int); Step #5: vec4 texelFetchOffset(texture3D,ivec3,int,ivec3); Step #5: highp ivec3 textureSize(texture3D,int); Step #5: highp ivec3 textureSize(isampler3D,int); Step #5: ivec4 texture(isampler3D,vec3); Step #5: ivec4 textureGrad(isampler3D,vec3,vec3,vec3); Step #5: ivec4 texelFetch(isampler3D,ivec3,int); Step #5: ivec4 texelGradFetch(isampler3D,ivec3,int,vec3,vec3); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3); Step #5: ivec4 textureGradOffset(isampler3D,vec3,vec3,vec3,ivec3); Step #5: ivec4 texelFetchOffset(isampler3D,ivec3,int,ivec3); Step #5: ivec4 texelGradFetchOffset(isampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: ivec4 textureLod(isampler3D,vec3,float); Step #5: ivec4 textureLodOffset(isampler3D,vec3,float,ivec3); Step #5: ivec4 textureProj(isampler3D,vec4); Step #5: ivec4 textureProjGrad(isampler3D,vec4,vec3,vec3); Step #5: ivec4 texelProjFetch(isampler3D,ivec4,int); Step #5: ivec4 texelProjGradFetch(isampler3D,ivec4,int,vec3,vec3); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3); Step #5: ivec4 textureProjGradOffset(isampler3D,vec4,vec3,vec3,ivec3); Step #5: ivec4 texelProjFetchOffset(isampler3D,ivec4,int,ivec3); Step #5: ivec4 textureProjLod(isampler3D,vec4,float); Step #5: ivec4 textureProjLodOffset(isampler3D,vec4,float,ivec3); Step #5: ivec4 texelFetch(itexture3D,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture3D,ivec3,int,ivec3); Step #5: highp ivec3 textureSize(itexture3D,int); Step #5: highp ivec3 textureSize(usampler3D,int); Step #5: uvec4 texture(usampler3D,vec3); Step #5: uvec4 textureGrad(usampler3D,vec3,vec3,vec3); Step #5: uvec4 texelFetch(usampler3D,ivec3,int); Step #5: uvec4 texelGradFetch(usampler3D,ivec3,int,vec3,vec3); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3); Step #5: uvec4 textureGradOffset(usampler3D,vec3,vec3,vec3,ivec3); Step #5: uvec4 texelFetchOffset(usampler3D,ivec3,int,ivec3); Step #5: uvec4 texelGradFetchOffset(usampler3D,ivec3,int,vec3,vec3,ivec3); Step #5: uvec4 textureLod(usampler3D,vec3,float); Step #5: uvec4 textureLodOffset(usampler3D,vec3,float,ivec3); Step #5: uvec4 textureProj(usampler3D,vec4); Step #5: uvec4 textureProjGrad(usampler3D,vec4,vec3,vec3); Step #5: uvec4 texelProjFetch(usampler3D,ivec4,int); Step #5: uvec4 texelProjGradFetch(usampler3D,ivec4,int,vec3,vec3); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3); Step #5: uvec4 textureProjGradOffset(usampler3D,vec4,vec3,vec3,ivec3); Step #5: uvec4 texelProjFetchOffset(usampler3D,ivec4,int,ivec3); Step #5: uvec4 textureProjLod(usampler3D,vec4,float); Step #5: uvec4 textureProjLodOffset(usampler3D,vec4,float,ivec3); Step #5: uvec4 texelFetch(utexture3D,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture3D,ivec3,int,ivec3); Step #5: highp ivec3 textureSize(utexture3D,int); Step #5: highp ivec2 textureSize(samplerCube,int); Step #5: vec4 texture(samplerCube,vec3); Step #5: vec4 textureGrad(samplerCube,vec3,vec3,vec3); Step #5: vec4 textureLod(samplerCube,vec3,float); Step #5: vec4 textureGather(samplerCube,vec3); Step #5: vec4 textureGather(samplerCube,vec3,int); Step #5: highp ivec2 textureSize(textureCube,int); Step #5: highp ivec2 textureSize(isamplerCube,int); Step #5: ivec4 texture(isamplerCube,vec3); Step #5: ivec4 textureGrad(isamplerCube,vec3,vec3,vec3); Step #5: ivec4 textureLod(isamplerCube,vec3,float); Step #5: ivec4 textureGather(isamplerCube,vec3); Step #5: ivec4 textureGather(isamplerCube,vec3,int); Step #5: highp ivec2 textureSize(itextureCube,int); Step #5: highp ivec2 textureSize(usamplerCube,int); Step #5: uvec4 texture(usamplerCube,vec3); Step #5: uvec4 textureGrad(usamplerCube,vec3,vec3,vec3); Step #5: uvec4 textureLod(usamplerCube,vec3,float); Step #5: uvec4 textureGather(usamplerCube,vec3); Step #5: uvec4 textureGather(usamplerCube,vec3,int); Step #5: highp ivec2 textureSize(utextureCube,int); Step #5: highp ivec3 textureSize(sampler2DArray,int); Step #5: vec4 texture(sampler2DArray,vec3); Step #5: vec4 textureGrad(sampler2DArray,vec3,vec2,vec2); Step #5: vec4 texelFetch(sampler2DArray,ivec3,int); Step #5: vec4 texelGradFetch(sampler2DArray,ivec3,int,vec2,vec2); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGradOffset(sampler2DArray,vec3,vec2,vec2,ivec2); Step #5: vec4 texelFetchOffset(sampler2DArray,ivec3,int,ivec2); Step #5: vec4 texelGradFetchOffset(sampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: vec4 textureLod(sampler2DArray,vec3,float); Step #5: vec4 textureLodOffset(sampler2DArray,vec3,float,ivec2); Step #5: vec4 textureGather(sampler2DArray,vec3); Step #5: vec4 textureGather(sampler2DArray,vec3,int); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4]); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int); Step #5: vec4 texelFetch(texture2DArray,ivec3,int); Step #5: vec4 texelFetchOffset(texture2DArray,ivec3,int,ivec2); Step #5: highp ivec3 textureSize(texture2DArray,int); Step #5: highp ivec3 textureSize(isampler2DArray,int); Step #5: ivec4 texture(isampler2DArray,vec3); Step #5: ivec4 textureGrad(isampler2DArray,vec3,vec2,vec2); Step #5: ivec4 texelFetch(isampler2DArray,ivec3,int); Step #5: ivec4 texelGradFetch(isampler2DArray,ivec3,int,vec2,vec2); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGradOffset(isampler2DArray,vec3,vec2,vec2,ivec2); Step #5: ivec4 texelFetchOffset(isampler2DArray,ivec3,int,ivec2); Step #5: ivec4 texelGradFetchOffset(isampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: ivec4 textureLod(isampler2DArray,vec3,float); Step #5: ivec4 textureLodOffset(isampler2DArray,vec3,float,ivec2); Step #5: ivec4 textureGather(isampler2DArray,vec3); Step #5: ivec4 textureGather(isampler2DArray,vec3,int); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4]); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int); Step #5: ivec4 texelFetch(itexture2DArray,ivec3,int); Step #5: ivec4 texelFetchOffset(itexture2DArray,ivec3,int,ivec2); Step #5: highp ivec3 textureSize(itexture2DArray,int); Step #5: highp ivec3 textureSize(usampler2DArray,int); Step #5: uvec4 texture(usampler2DArray,vec3); Step #5: uvec4 textureGrad(usampler2DArray,vec3,vec2,vec2); Step #5: uvec4 texelFetch(usampler2DArray,ivec3,int); Step #5: uvec4 texelGradFetch(usampler2DArray,ivec3,int,vec2,vec2); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGradOffset(usampler2DArray,vec3,vec2,vec2,ivec2); Step #5: uvec4 texelFetchOffset(usampler2DArray,ivec3,int,ivec2); Step #5: uvec4 texelGradFetchOffset(usampler2DArray,ivec3,int,vec2,vec2,ivec2); Step #5: uvec4 textureLod(usampler2DArray,vec3,float); Step #5: uvec4 textureLodOffset(usampler2DArray,vec3,float,ivec2); Step #5: uvec4 textureGather(usampler2DArray,vec3); Step #5: uvec4 textureGather(usampler2DArray,vec3,int); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4]); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int); Step #5: uvec4 texelFetch(utexture2DArray,ivec3,int); Step #5: uvec4 texelFetchOffset(utexture2DArray,ivec3,int,ivec2); Step #5: highp ivec3 textureSize(utexture2DArray,int); Step #5: highp ivec2 textureSize(sampler2DShadow,int); Step #5: float texture(sampler2DShadow,vec3); Step #5: float textureGrad(sampler2DShadow,vec3,vec2,vec2); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2); Step #5: float textureGradOffset(sampler2DShadow,vec3,vec2,vec2,ivec2); Step #5: float textureLod(sampler2DShadow,vec3,float); Step #5: float textureLodOffset(sampler2DShadow,vec3,float,ivec2); Step #5: float textureProj(sampler2DShadow,vec4); Step #5: float textureProjGrad(sampler2DShadow,vec4,vec2,vec2); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2); Step #5: float textureProjGradOffset(sampler2DShadow,vec4,vec2,vec2,ivec2); Step #5: float textureProjLod(sampler2DShadow,vec4,float); Step #5: float textureProjLodOffset(sampler2DShadow,vec4,float,ivec2); Step #5: vec4 textureGather(sampler2DShadow,vec2,float); Step #5: vec4 textureGatherOffset(sampler2DShadow,vec2,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DShadow,vec2,float,ivec2[4]); Step #5: highp ivec2 textureSize(samplerCubeShadow,int); Step #5: float texture(samplerCubeShadow,vec4); Step #5: float textureGrad(samplerCubeShadow,vec4,vec3,vec3); Step #5: vec4 textureGather(samplerCubeShadow,vec3,float); Step #5: highp ivec3 textureSize(sampler2DArrayShadow,int); Step #5: float texture(sampler2DArrayShadow,vec4); Step #5: float textureGrad(sampler2DArrayShadow,vec4,vec2,vec2); Step #5: float textureOffset(sampler2DArrayShadow,vec4,ivec2); Step #5: float textureGradOffset(sampler2DArrayShadow,vec4,vec2,vec2,ivec2); Step #5: vec4 textureGather(sampler2DArrayShadow,vec3,float); Step #5: vec4 textureGatherOffset(sampler2DArrayShadow,vec3,float,ivec2); Step #5: vec4 textureGatherOffsets(sampler2DArrayShadow,vec3,float,ivec2[4]); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal image2D, ivec2, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2D, ivec2, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimage2D, ivec2); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2D, ivec2, uvec4); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image3D, ivec3, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage3D, ivec3, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimage3D, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage3D, ivec3, uvec4); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal imageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal imageCube, ivec3, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimageCube, ivec3, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimageCube, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimageCube, ivec3, uvec4); Step #5: highp vec4 imageLoad(readonly volatile coherent nontemporal image2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal image2DArray, ivec3, vec4); Step #5: highp ivec4 imageLoad(readonly volatile coherent nontemporal iimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal iimage2DArray, ivec3, ivec4); Step #5: highp uvec4 imageLoad(readonly volatile coherent nontemporal uimage2DArray, ivec3); Step #5: void imageStore(writeonly volatile coherent nontemporal uimage2DArray, ivec3, uvec4); Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQuer#1024 pulse cov: 5 ft: 5 exec/s: 7 rss: 63Mb Step #5: yLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: flat in highp uvec2 gl_TileOffsetQCOM;flat in highp uvec3 gl_TileDimensionQCOM;flat in highp uvec2 gl_TileApronSizeQCOM; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: flat in highp uvec2 gl_TileOffsetQCOM;flat in highp uvec3 gl_TileDimensionQCOM;flat in highp uvec2 gl_TileApronSizeQCOM; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[]; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[]; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[]; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equalUndefinedBehaviorSanitizer:DEADLYSIGNAL Step #5: ==42==ERROR: UndefinedBehaviorSanitizer: SEGV on unknown address 0x000200000000 (pc 0x55ff2e1fe9fe bp 0x7ffc885fb5c0 sp 0x7ffc885fb500 T42) Step #5: ==42==The signal is caused by a READ memory access. Step #5: #0 0x55ff2e1fe9fe in __is_long /usr/local/bin/../include/c++/v1/string:2099:12 Step #5: #1 0x55ff2e1fe9fe in __get_pointer /usr/local/bin/../include/c++/v1/string:2240:12 Step #5: #2 0x55ff2e1fe9fe in data /usr/local/bin/../include/c++/v1/string:1767:30 Step #5: #3 0x55ff2e1fe9fe in c_str /usr/local/bin/../include/c++/v1/string:1765:106 Step #5: #4 0x55ff2e1fe9fe in getFilename /src/glslang/glslang/MachineIndependent/../Include/Common.h:255:22 Step #5: #5 0x55ff2e1fe9fe in glslang::TInfoSinkBase::location(glslang::TSourceLoc const&, bool, bool) /src/glslang/glslang/MachineIndependent/../Include/InfoSink.h:107:16 Step #5: #6 0x55ff2e2f5a47 in glslang::TParseContextBase::outputMessage(glslang::TSourceLoc const&, char const*, char const*, char const*, glslang::TPrefixType, __va_list_tag*) /src/glslang/glslang/MachineIndependent/ParseContextBase.cpp:62:19 Step #5: #7 0x55ff2e2f5b98 in glslang::TParseContextBase::error(glslang::TSourceLoc const&, char const*, char const*, char const*, ...) /src/glslang/glslang/MachineIndependent/ParseContextBase.cpp:80:5 Step #5: #8 0x55ff2e2712d4 in expected /src/glslang/glslang/HLSL/hlslGrammar.cpp:71:18 Step #5: #9 0x55ff2e2712d4 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #10 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #11 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #12 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #13 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #14 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #15 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #16 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #17 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #18 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #19 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #20 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #21 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #22 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #23 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #24 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #25 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #26 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #27 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #28 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #29 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #30 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #31 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #32 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #33 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #34 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #35 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #36 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #37 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #38 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #39 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #40 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #41 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #42 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #43 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #44 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #45 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #46 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #47 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #48 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #49 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #50 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #51 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #52 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #53 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #54 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #55 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #56 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #57 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #58 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #59 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #60 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #61 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #62 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #63 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #64 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #65 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #66 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #67 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #68 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #69 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #70 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #71 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #72 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #73 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #74 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #75 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #76 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #77 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #78 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #79 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #80 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #81 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #82 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #83 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #84 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #85 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #86 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #87 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #88 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #89 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #90 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #91 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #92 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #93 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #94 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #95 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #96 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #97 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #98 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #99 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #100 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #101 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #102 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #103 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #104 0x55ff2e2718de in glslang::HlslGrammar::acceptArguments(glslang::TFunction*, glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3612:15 Step #5: #105 0x55ff2e2717f1 in glslang::HlslGrammar::acceptFunctionCall(glslang::TSourceLoc const&, std::__1::basic_string, glslang::pool_allocator>&, glslang::TIntermTyped*&, glslang::TIntermTyped*) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3583:11 Step #5: #106 0x55ff2e27131e in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3426:20 Step #5: #107 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #108 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #109 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #110 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #111 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #112 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #113 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #114 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #115 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #116 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #117 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #118 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #119 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #120 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #121 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #122 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #123 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #124 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #125 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #126 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #127 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #128 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #129 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #130 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #131 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #132 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #133 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #134 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #135 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #136 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #137 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #138 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #139 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #140 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #141 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #142 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #143 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #144 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #145 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #146 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #147 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #148 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #149 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #150 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #151 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #152 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #153 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #154 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #155 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #156 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #157 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #158 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #159 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #160 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #161 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #162 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #163 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #164 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #165 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #166 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #167 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #168 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #169 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #170 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #171 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #172 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #173 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #174 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #175 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #176 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #177 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #178 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #179 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #180 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #181 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #182 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #183 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #184 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #185 0x55ff2e2718de in glslang::HlslGrammar::acceptArguments(glslang::TFunction*, glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3612:15 Step #5: #186 0x55ff2e2717f1 in glslang::HlslGrammar::acceptFunctionCall(glslang::TSourceLoc const&, std::__1::basic_string, glslang::pool_allocator>&, glslang::TIntermTyped*&, glslang::TIntermTyped*) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3583:11 Step #5: #187 0x55ff2e27131e in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3426:20 Step #5: #188 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #189 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #190 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #191 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #192 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #193 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #194 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #195 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #196 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #197 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #198 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #199 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #200 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #201 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #202 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #203 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #204 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #205 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #206 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #207 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #208 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #209 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #210 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #211 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #212 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #213 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #214 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #215 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #216 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #217 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #218 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #219 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #220 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #221 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #222 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #223 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #224 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #225 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #226 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #227 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #228 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #229 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #230 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #231 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #232 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #233 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #234 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #235 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #236 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #237 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #238 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #239 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #240 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #241 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #242 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #243 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #244 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #245 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #246 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #247 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #248 0x55ff2e26bbdb in glslang::HlslGrammar::acceptConditionalExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3204:11 Step #5: #249 0x55ff2e268e4d in glslang::HlslGrammar::acceptAssignmentExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3158:11 Step #5: #250 0x55ff2e269305 in glslang::HlslGrammar::acceptExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3052:11 Step #5: #251 0x55ff2e270dd8 in glslang::HlslGrammar::acceptPostfixExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3396:15 Step #5: #252 0x55ff2e270c9d in glslang::HlslGrammar::acceptUnaryExpression(glslang::TIntermTyped*&) /src/glslang/glslang/HLSL/hlslGrammar.cpp Step #5: #253 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: #254 0x55ff2e2708b5 in glslang::HlslGrammar::acceptBinaryExpression(glslang::TIntermTyped*&, glslang::PrecedenceLevel) /src/glslang/glslang/HLSL/hlslGrammar.cpp:3257:11 Step #5: Step #5: DEDUP_TOKEN: __is_long--__get_pointer--data Step #5: ==42==Register values: Step #5: rax = 0x0000000200000000 rbx = 0x000055ff30e6c9c0 rcx = 0x0000000000000000 rdx = 0x00007ffc885fb50a Step #5: rdi = 0x00007ffc885fb2a0 rsi = 0x000055ff2e42d530 rbp = 0x00007ffc885fb5c0 rsp = 0x00007ffc885fb500 Step #5: r8 = 0x0000000000000000 r9 = 0x00007ffc885fb390 r10 = 0x000055ff2e42d530 r11 = 0x00007ffc885fb245 Step #5: r12 = 0x000055ff2e47aa15 r13 = 0x00007ffc88607598 r14 = 0x0000000000000001 r15 = 0x00007ffc88607598 Step #5: UndefinedBehaviorSanitizer can not provide additional info. Step #5: SUMMARY: UndefinedBehaviorSanitizer: SEGV /src/glslang/glslang/MachineIndependent/../Include/Common.h:255:22 in getFilename Step #5: ==42==ABORTING Step #5: MS: 0 ; base unit: 0000000000000000000000000000000000000000 Step #5: artifact_prefix='./'; Test unit written to ./crash-769af8124a7611b4ba6c1dee4c6bd0141b0ae99c Step #5: MERGE-OUTER: attempt 2 Step #5: INFO: Running with entropic power schedule (0xFF, 100). Step #5: INFO: Seed: 1017419498 Step #5: INFO: Loaded 1 modules (12 inline 8-bit counters): 12 [0x55cf8e56c328, 0x55cf8e56c334), Step #5: INFO: Loaded 1 PC tables (12 PCs): 12 [0x55cf8e56c338,0x55cf8e56c3f8), Step #5: INFO: -max_len is not provided; libFuzzer will not generate inputs larger than 1048576 bytes Step #5: MERGE-INNER: using the control file '/tmp/libFuzzerTemp.Merge39.txt' Step #5: MERGE-INNER: '/corpus/compile_fuzzer/regressions/769af8124a7611b4ba6c1dee4c6bd0141b0ae99c' caused a failure at the previous merge step Step #5: MERGE-INNER: 1419 total files; 1228 processed earlier; will process 191 files now Step #5: #1 pulse cov: 5 ft: 5 exec/s: 0 rss: 31Mb Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2#2 pulse cov: 5 ft: 5 exec/s: 0 rss: 31Mb Step #5: textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_Subg#4 pulse cov: 5 ft: 5 exec/s: 0 rss: 47Mb Step #5: roupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 texture#8 pulse cov: 5 ft: 5 exec/s: 0 rss: 47Mb Step #5: CubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[]; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachm#16 pulse cov: 5 ft: 5 exec/s: 0 rss: 47Mb Step #5: entReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 tex#32 pulse cov: 5 ft: 5 exec/s: 0 rss: 47Mb Step #5: ture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sample#64 pulse cov: 5 ft: 5 exec/s: 32 rss: 54Mb Step #5: r2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equalibc++abi: terminating due to uncaught exception of type std::bad_alloc: std::bad_alloc Step #5: ==46== ERROR: libFuzzer: deadly signal Step #5: #0 0x55cf8e1dec34 in __sanitizer_print_stack_trace /src/llvm-project/compiler-rt/lib/ubsan/ubsan_diag_standalone.cpp:31:3 Step #5: #1 0x55cf8e1531b8 in fuzzer::PrintStackTrace() /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerUtil.cpp:210:5 Step #5: #2 0x55cf8e135d05 in fuzzer::Fuzzer::CrashCallback() /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerLoop.cpp:231:3 Step #5: #3 0x7f01d75f841f (/lib/x86_64-linux-gnu/libpthread.so.0+0x1441f) (BuildId: 9753720502573b97dbac595b61fd72c2df18e078) Step #5: #4 0x7f01d73f200a in raise (/lib/x86_64-linux-gnu/libc.so.6+0x4300a) (BuildId: 5792732f783158c66fb4f3756458ca24e46e827d) Step #5: #5 0x7f01d73d1858 in abort (/lib/x86_64-linux-gnu/libc.so.6+0x22858) (BuildId: 5792732f783158c66fb4f3756458ca24e46e827d) Step #5: #6 0x55cf8e110765 in __abort_message (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x4a765) Step #5: #7 0x55cf8e3f9ff8 in demangling_terminate_handler() cxa_default_handlers.cpp Step #5: #8 0x55cf8e3a22e2 in std::__terminate(void (*)()) (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x2dc2e2) Step #5: #9 0x55cf8e3a3da5 in __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) cxa_exception.cpp Step #5: #10 0x55cf8e3a3d8f in __cxa_throw (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x2ddd8f) Step #5: #11 0x55cf8e419a65 in operator new(unsigned long) (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x353a65) Step #5: #12 0x55cf8e22ed5e in __libcpp_allocate /usr/local/bin/../include/c++/v1/__new/allocate.h:43:28 Step #5: #13 0x55cf8e22ed5e in allocate /usr/local/bin/../include/c++/v1/__memory/allocator.h:105:14 Step #5: #14 0x55cf8e22ed5e in __allocate_at_least > /usr/local/bin/../include/c++/v1/__memory/allocate_at_least.h:41:19 Step #5: #15 0x55cf8e22ed5e in __split_buffer /usr/local/bin/../include/c++/v1/__split_buffer:330:25 Step #5: #16 0x55cf8e22ed5e in __emplace_back_slow_path /usr/local/bin/../include/c++/v1/__vector/vector.h:1137:47 Step #5: #17 0x55cf8e22ed5e in emplace_back /usr/local/bin/../include/c++/v1/__vector/vector.h:1159:13 Step #5: #18 0x55cf8e22ed5e in std::__1::vector>::push_back[abi:nn220000](glslang::TSourceLoc const&) /usr/local/bin/../include/c++/v1/__vector/vector.h:464:93 Step #5: #19 0x55cf8e22e6af in glslang::TPpContext::scanToken(glslang::TPpToken*) /src/glslang/glslang/MachineIndependent/preprocessor/PpContext.h:379:35 Step #5: #20 0x55cf8e22da51 in glslang::TPpContext::tokenize(glslang::TPpToken&) /src/glslang/glslang/MachineIndependent/preprocessor/PpScanner.cpp:1231:21 Step #5: #21 0x55cf8e33fdc2 in glslang::TScanContext::tokenize(glslang::TPpContext*, glslang::TParserToken&) /src/glslang/glslang/MachineIndependent/Scan.cpp:834:25 Step #5: #22 0x55cf8e33fd40 in yylex(YYSTYPE*, glslang::TParseContext&) /src/glslang/glslang/MachineIndependent/Scan.cpp:296:43 Step #5: #23 0x55cf8e35b8de in yyparse(glslang::TParseContext*) /src/glslang/build/glslang/MachineIndependent/glslang_tab.cpp:5364:16 Step #5: #24 0x55cf8e2ff01d in glslang::TParseContext::parseShaderStrings(glslang::TPpContext&, glslang::TInputScanner&, bool) /src/glslang/glslang/MachineIndependent/ParseHelper.cpp:199:5 Step #5: #25 0x55cf8e1e0f1b in operator() /src/glslang/glslang/MachineIndependent/ShaderLang.cpp:1233:28 Step #5: #26 0x55cf8e1e0f1b in ProcessDeferred<(anonymous namespace)::DoFullParse> /src/glslang/glslang/MachineIndependent/ShaderLang.cpp:1008:20 Step #5: #27 0x55cf8e1e0f1b in (anonymous namespace)::CompileDeferred(TCompiler*, char const* const*, int, int const*, char const* const*, char const*, EShOptimizationLevel, TBuiltInResource const*, int, EProfile, bool, int, bool, EShMessages, glslang::TIntermediate&, glslang::TShader::Includer&, std::__1::basic_string, std::__1::allocator>, glslang::TEnvironment*, bool) /src/glslang/glslang/MachineIndependent/ShaderLang.cpp:1321:12 Step #5: #28 0x55cf8e1e276b in glslang::TShader::parse(TBuiltInResource const*, int, EProfile, bool, bool, EShMessages, glslang::TShader::Includer&) /src/glslang/glslang/MachineIndependent/ShaderLang.cpp:1893:12 Step #5: #29 0x55cf8e1df12a in parse /src/glslang/glslang/../glslang/Public/ShaderLang.h:679:16 Step #5: #30 0x55cf8e1df12a in parse /src/glslang/glslang/../glslang/Public/ShaderLang.h:685:16 Step #5: #31 0x55cf8e1df12a in LLVMFuzzerTestOneInput /src/compile_fuzzer.cc:28:10 Step #5: #32 0x55cf8e1373ed in fuzzer::Fuzzer::ExecuteCallback(unsigned char const*, unsigned long) /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerLoop.cpp:619:13 Step #5: #33 0x55cf8e140988 in fuzzer::Fuzzer::CrashResistantMergeInternalStep(std::__Fuzzer::basic_string, std::__Fuzzer::allocator> const&, bool) /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerMerge.cpp:239:5 Step #5: #34 0x55cf8e127e89 in fuzzer::FuzzerDriver(int*, char***, int (*)(unsigned char const*, unsigned long)) /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerDriver.cpp:890:8 Step #5: #35 0x55cf8e153b62 in main /src/llvm-project/compiler-rt/lib/fuzzer/FuzzerMain.cpp:20:10 Step #5: #36 0x7f01d73d3082 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x24082) (BuildId: 5792732f783158c66fb4f3756458ca24e46e827d) Step #5: #37 0x55cf8e11b24d in _start (out/libfuzzer-coverage-x86_64/compile_fuzzer+0x5524d) Step #5: Step #5: DEDUP_TOKEN: __sanitizer_print_stack_trace--fuzzer::PrintStackTrace()--fuzzer::Fuzzer::CrashCallback() Step #5: NOTE: libFuzzer has rudimentary signal handlers. Step #5: Combine libFuzzer with AddressSanitizer or similar for better crash reports. Step #5: SUMMARY: libFuzzer: deadly signal Step #5: MS: 0 ; base unit: 0000000000000000000000000000000000000000 Step #5: artifact_prefix='./'; Test unit written to ./crash-c8c6342251ac73a71f4547910e62c1e9a4bd2f67 Step #5: MERGE-OUTER: attempt 3 Step #5: INFO: Running with entropic power schedule (0xFF, 100). Step #5: INFO: Seed: 1019986219 Step #5: INFO: Loaded 1 modules (12 inline 8-bit counters): 12 [0x5610f4143328, 0x5610f4143334), Step #5: INFO: Loaded 1 PC tables (12 PCs): 12 [0x5610f4143338,0x5610f41433f8), Step #5: INFO: -max_len is not provided; libFuzzer will not generate inputs larger than 1048576 bytes Step #5: MERGE-INNER: using the control file '/tmp/libFuzzerTemp.Merge39.txt' Step #5: MERGE-INNER: '/corpus/compile_fuzzer/regressions/c8c6342251ac73a71f4547910e62c1e9a4bd2f67' caused a failure at the previous merge step Step #5: MERGE-INNER: 1419 total files; 1306 processed earlier; will process 113 files now Step #5: #1 pulse cov: 5 ft: 5 exec/s: 0 rss: 62Mb Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2#2 pulse cov: 5 ft: 5 exec/s: 0 rss: 62Mb Step #5: #4 pulse cov: 5 ft: 5 exec/s: 0 rss: 62Mb Step #5: #8 pulse cov: 5 ft: 5 exec/s: 0 rss: 62Mb Step #5: textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3)#16 pulse cov: 5 ft: 5 exec/s: 0 rss: 62Mb Step #5: ; Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float radians(float); Step #5: vec2 radians(vec2); Step #5: vec3 radians(vec3); Step #5: vec4 radians(vec4); Step #5: float degrees(float); Step #5: vec2 degrees(vec2); Step #5: vec3 degrees(vec3); Step #5: vec4 degrees(vec4); Step #5: float sin(float); Step #5: vec2 sin(vec2); Step #5: vec3 sin(vec3); Step #5: vec4 sin(vec4); Step #5: float cos(float); Step #5: vec2 cos(vec2); Step #5: vec3 cos(vec3); Step #5: vec4 cos(vec4); Step #5: float tan(float); Step #5: vec2 tan(vec2); Step #5: vec3 tan(vec3); Step #5: vec4 tan(vec4); Step #5: float asin(float); Step #5: vec2 asin(vec2); Step #5: vec3 asin(vec3); Step #5: vec4 asin(vec4); Step #5: float acos(float); Step #5: vec2 acos(vec2); Step #5: vec3 acos(vec3); Step #5: vec4 acos(vec4); Step #5: float atan(float,float); Step #5: vec2 atan(vec2,vec2); Step #5: vec3 atan(vec3,vec3); Step #5: vec4 atan(vec4,vec4); Step #5: float atan(float); Step #5: vec2 atan(vec2); Step #5: vec3 atan(vec3); Step #5: vec4 atan(vec4); Step #5: float pow(float,float); Step #5: vec2 pow(vec2,vec2); Step #5: vec3 pow(vec3,vec3); Step #5: vec4 pow(vec4,vec4); Step #5: float exp(float); Step #5: vec2 exp(vec2); Step #5: vec3 exp(vec3); Step #5: vec4 exp(vec4); Step #5: float log(float); Step #5: vec2 log(vec2); Step #5: vec3 log(vec3); Step #5: vec4 log(vec4); Step #5: float exp2(float); Step #5: vec2 exp2(vec2); Step #5: vec3 exp2(vec3); Step #5: vec4 exp2(vec4); Step #5: float log2(float); Step #5: vec2 log2(vec2); Step #5: vec3 log2(vec3); Step #5: vec4 log2(vec4); Step #5: float sqrt(float); Step #5: vec2 sqrt(vec2); Step #5: vec3 sqrt(vec3); Step #5: vec4 sqrt(vec4); Step #5: float inversesqrt(float); Step #5: vec2 inversesqrt(vec2); Step #5: vec3 inversesqrt(vec3); Step #5: vec4 inversesqrt(vec4); Step #5: float abs(float); Step #5: vec2 abs(vec2); Step #5: vec3 abs(vec3); Step #5: vec4 abs(vec4); Step #5: float sign(float); Step #5: vec2 sign(vec2); Step #5: vec3 sign(vec3); Step #5: vec4 sign(vec4); Step #5: float floor(float); Step #5: vec2 floor(vec2); Step #5: vec3 floor(vec3); Step #5: vec4 floor(vec4); Step #5: float ceil(float); Step #5: vec2 ceil(vec2); Step #5: vec3 ceil(vec3); Step #5: vec4 ceil(vec4); Step #5: float fract(float); Step #5: vec2 fract(vec2); Step #5: vec3 fract(vec3); Step #5: vec4 fract(vec4); Step #5: float mod(float,float); Step #5: vec2 mod(vec2,vec2); Step #5: vec3 mod(vec3,vec3); Step #5: vec4 mod(vec4,vec4); Step #5: vec2 mod(vec2,float); Step #5: vec3 mod(vec3,float); Step #5: vec4 mod(vec4,float); Step #5: float min(float,float); Step #5: vec2 min(vec2,vec2); Step #5: vec3 min(vec3,vec3); Step #5: vec4 min(vec4,vec4); Step #5: vec2 min(vec2,float); Step #5: vec3 min(vec3,float); Step #5: vec4 min(vec4,float); Step #5: float max(float,float); Step #5: vec2 max(vec2,vec2); Step #5: vec3 max(vec3,vec3); Step #5: vec4 max(vec4,vec4); Step #5: vec2 max(vec2,float); Step #5: vec3 max(vec3,float); Step #5: vec4 max(vec4,float); Step #5: float clamp(float,float,float); Step #5: vec2 clamp(vec2,vec2,vec2); Step #5: vec3 clamp(vec3,vec3,vec3); Step #5: vec4 clamp(vec4,vec4,vec4); Step #5: vec2 clamp(vec2,float,float); Step #5: vec3 clamp(vec3,float,float); Step #5: vec4 clamp(vec4,float,float); Step #5: float mix(float,float,float); Step #5: vec2 mix(vec2,vec2,vec2); Step #5: vec3 mix(vec3,vec3,vec3); Step #5: vec4 mix(vec4,vec4,vec4); Step #5: vec2 mix(vec2,vec2,float); Step #5: vec3 mix(vec3,vec3,float); Step #5: vec4 mix(vec4,vec4,float); Step #5: float step(float,float); Step #5: vec2 step(vec2,vec2); Step #5: vec3 step(vec3,vec3); Step #5: vec4 step(vec4,vec4); Step #5: vec2 step(float,vec2); Step #5: vec3 step(float,vec3); Step #5: vec4 step(float,vec4); Step #5: float smoothstep(float,float,float); Step #5: vec2 smoothstep(vec2,vec2,vec2); Step #5: vec3 smoothstep(vec3,vec3,vec3); Step #5: vec4 smoothstep(vec4,vec4,vec4); Step #5: vec2 smoothstep(float,float,vec2); Step #5: vec3 smoothstep(float,float,vec3); Step #5: vec4 smoothstep(float,float,vec4); Step #5: float normalize(float); Step #5: vec2 normalize(vec2); Step #5: vec3 normalize(vec3); Step #5: vec4 normalize(vec4); Step #5: float faceforward(float,float,float); Step #5: vec2 faceforward(vec2,vec2,vec2); Step #5: vec3 faceforward(vec3,vec3,vec3); Step #5: vec4 faceforward(vec4,vec4,vec4); Step #5: float reflect(float,float); Step #5: vec2 reflect(vec2,vec2); Step #5: vec3 reflect(vec3,vec3); Step #5: vec4 reflect(vec4,vec4); Step #5: float refract(float,float,float); Step #5: vec2 refract(vec2,vec2,float); Step #5: vec3 refract(vec3,vec3,float); Step #5: vec4 refract(vec4,vec4,float); Step #5: float length(float); Step #5: float length(vec2); Step #5: float length(vec3); Step #5: float length(vec4); Step #5: float distance(float,float); Step #5: float distance(vec2,vec2); Step #5: float distance(vec3,vec3); Step #5: float distance(vec4,vec4); Step #5: float dot(float,float); Step #5: float dot(vec2,vec2); Step #5: float dot(vec3,vec3); Step #5: float dot(vec4,vec4); Step #5: vec3 cross(vec3,vec3); Step #5: bvec2 lessThan(vec2,vec2); Step #5: bvec3 lessThan(vec3,vec3); Step #5: bvec4 lessThan(vec4,vec4); Step #5: bvec2 lessThan(ivec2,ivec2); Step #5: bvec3 lessThan(ivec3,ivec3); Step #5: bvec4 lessThan(ivec4,ivec4); Step #5: bvec2 lessThanEqual(vec2,vec2); Step #5: bvec3 lessThanEqual(vec3,vec3); Step #5: bvec4 lessThanEqual(vec4,vec4); Step #5: bvec2 lessThanEqual(ivec2,ivec2); Step #5: bvec3 lessThanEqual(ivec3,ivec3); Step #5: bvec4 lessThanEqual(ivec4,ivec4); Step #5: bvec2 greaterThan(vec2,vec2); Step #5: bvec3 greaterThan(vec3,vec3); Step #5: bvec4 greaterThan(vec4,vec4); Step #5: bvec2 greaterThan(ivec2,ivec2); Step #5: bvec3 greaterThan(ivec3,ivec3); Step #5: bvec4 greaterThan(ivec4,ivec4); Step #5: bvec2 greaterThanEqual(vec2,vec2); Step #5: bvec3 greaterThanEqual(vec3,vec3); Step #5: bvec4 greaterThanEqual(vec4,vec4); Step #5: bvec2 greaterThanEqual(ivec2,ivec2); Step #5: bvec3 greaterThanEqual(ivec3,ivec3); Step #5: bvec4 greaterThanEqual(ivec4,ivec4); Step #5: bvec2 equal(bvec2,bvec2); Step #5: bvec3 equal(bvec3,bvec3); Step #5: bvec4 equal(bvec4,bvec4); Step #5: bvec2 equal(vec2,vec2); Step #5: bvec3 equal(vec3,vec3); Step #5: bvec4 equal(vec4,vec4); Step #5: bvec2 equal(ivec2,ivec2); Step #5: bvec3 equal(ivec3,ivec3); Step #5: bvec4 equal(ivec4,ivec4); Step #5: bvec2 notEqual(bvec2,bvec2); Step #5: bvec3 notEqual(bvec3,bvec3); Step #5: bvec4 notEqual(bvec4,bvec4); Step #5: bvec2 notEqual(vec2,vec2); Step #5: bvec3 notEqual(vec3,vec3); Step #5: bvec4 notEqual(vec4,vec4); Step #5: bvec2 notEqual(ivec2,ivec2); Step #5: bvec3 notEqual(ivec3,ivec3); Step #5: bvec4 notEqual(ivec4,ivec4); Step #5: bool any(bvec2); Step #5: bool any(bvec3); Step #5: bool any(bvec4); Step #5: bool all(bvec2); Step #5: bool all(bvec3); Step #5: bool all(bvec4); Step #5: bvec2 not(bvec2); Step #5: bvec3 not(bvec3); Step #5: bvec4 not(bvec4); Step #5: mat2 matrixCompMult(mat2 x, mat2 y);mat3 matrixCompMult(mat3 x, mat3 y);mat4 matrixCompMult(mat4 x, mat4 y); Step #5: vec4 texture2D(sampler2D, vec2);vec4 texture2DProj(sampler2D, vec3);vec4 texture2DProj(sampler2D, vec4);vec4 texture3D(sampler3D, vec3);vec4 texture3DProj(sampler3D, vec4);vec4 textureCube(samplerCube, vec3); Step #5: vec4 texture2D(samplerExternalOES, vec2 coord);vec4 texture2DProj(samplerExternalOES, vec3);vec4 texture2DProj(samplerExternalOES, vec4); Step #5: highp ivec2 textureSize(__samplerExternal2DY2YEXT, int lod);vec4 texture(__samplerExternal2DY2YEXT, vec2);vec4 texture(__samplerExternal2DY2YEXT, vec2, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec3);vec4 textureProj(__samplerExternal2DY2YEXT, vec3, float bias);vec4 textureProj(__samplerExternal2DY2YEXT, vec4);vec4 textureProj(__samplerExternal2DY2YEXT, vec4, float bias);vec4 texelFetch(__samplerExternal2DY2YEXT sampler, ivec2, int lod); Step #5: vec4 texture2DGradEXT(sampler2D, vec2, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec3, vec2, vec2);vec4 texture2DProjGradEXT(sampler2D, vec4, vec2, vec2);vec4 textureCubeGradEXT(samplerCube, vec3, vec3, vec3);float shadow2DEXT(sampler2DShadow, vec3);float shadow2DProjEXT(sampler2DShadow, vec4); Step #5: void controlBarrier(int, int, int, int); Step #5: void memoryBarrier(int, int, int); Step #5: void debugPrintfEXT(); Step #5: struct gl_DepthRangeParameters {highp float near;highp float far;highp float diff;};uniform gl_DepthRangeParameters gl_DepthRange; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:215: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: ERROR: 0:13: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture2DLodEXT(sampler2D, vec2, float);vec4 texture2DProjLodEXT(sampler2D, vec3, float);vec4 texture2DProjLodEXT(sampler2D, vec4, float);vec4 textureCubeLodEXT(samplerCube, vec3, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: mediump vec4 gl_FragCoord; bool gl_FrontFacing;mediump vec4 gl_FragColor;mediump vec2 gl_PointCoord;highp float gl_FragDepthEXT; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOf#32 pulse cov: 5 ft: 5 exec/s: 32 rss: 62Mb Step #5: fset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: Unable to parse built-ins Step #5: ERROR: 0:14: '' : syntax error, unexpected TEXTURE2D, expecting COMMA or SEMICOLON Step #5: INTERNAL ERROR: Unable to parse built-ins Step #5: Step #5: float dFdx(float); Step #5: vec2 dFdx(vec2); Step #5: vec3 dFdx(vec3); Step #5: vec4 dFdx(vec4); Step #5: float dFdy(float); Step #5: vec2 dFdy(vec2); Step #5: vec3 dFdy(vec3); Step #5: vec4 dFdy(vec4); Step #5: float fwidth(float); Step #5: vec2 fwidth(vec2); Step #5: vec3 fwidth(vec3); Step #5: vec4 fwidth(vec4); Step #5: float64_t dFdx(float64_t);f64vec2 dFdx(f64vec2);f64vec3 dFdx(f64vec3);f64vec4 dFdx(f64vec4);float64_t dFdy(float64_t);f64vec2 dFdy(f64vec2);f64vec3 dFdy(f64vec3);f64vec4 dFdy(f64vec4);float64_t dFdxFine(float64_t);f64vec2 dFdxFine(f64vec2);f64vec3 dFdxFine(f64vec3);f64vec4 dFdxFine(f64vec4);float64_t dFdyFine(float64_t);f64vec2 dFdyFine(f64vec2);f64vec3 dFdyFine(f64vec3);f64vec4 dFdyFine(f64vec4);float64_t dFdxCoarse(float64_t);f64vec2 dFdxCoarse(f64vec2);f64vec3 dFdxCoarse(f64vec3);f64vec4 dFdxCoarse(f64vec4);float64_t dFdyCoarse(float64_t);f64vec2 dFdyCoarse(f64vec2);f64vec3 dFdyCoarse(f64vec3);f64vec4 dFdyCoarse(f64vec4);float64_t fwidth(float64_t);f64vec2 fwidth(f64vec2);f64vec3 fwidth(f64vec3);f64vec4 fwidth(f64vec4);float64_t fwidthFine(float64_t);f64vec2 fwidthFine(f64vec2);f64vec3 fwidthFine(f64vec3);f64vec4 fwidthFine(f64vec4);float64_t fwidthCoarse(float64_t);f64vec2 fwidthCoarse(f64vec2);f64vec3 fwidthCoarse(f64vec3);f64vec4 fwidthCoarse(f64vec4);float64_t interpolateAtCentroid(float64_t);f64vec2 interpolateAtCentroid(f64vec2);f64vec3 interpolateAtCentroid(f64vec3);f64vec4 interpolateAtCentroid(f64vec4);float64_t interpolateAtSample(float64_t, int);f64vec2 interpolateAtSample(f64vec2, int);f64vec3 interpolateAtSample(f64vec3, int);f64vec4 interpolateAtSample(f64vec4, int);float64_t interpolateAtOffset(float64_t, f64vec2);f64vec2 interpolateAtOffset(f64vec2, f64vec2);f64vec3 interpolateAtOffset(f64vec3, f64vec2);f64vec4 interpolateAtOffset(f64vec4, f64vec2); Step #5: vec4 texture2D(sampler2D, vec2, float);vec4 texture2DProj(sampler2D, vec3, float);vec4 texture2DProj(sampler2D, vec4, float);vec4 texture3D(sampler3D, vec3, float);vec4 texture3DProj(sampler3D, vec4, float);vec4 textureCube(samplerCube, vec3, float); Step #5: vec4 texture1D(sampler1D, float, float);vec4 texture1DProj(sampler1D, vec2, float);vec4 texture1DProj(sampler1D, vec4, float);vec4 shadow1D(sampler1DShadow, vec3, float);vec4 shadow2D(sampler2DShadow, vec3, float);vec4 shadow1DProj(sampler1DShadow, vec4, float);vec4 shadow2DProj(sampler2DShadow, vec4, float); Step #5: lowp uint stencilAttachmentReadEXT();lowp uint stencilAttachmentReadEXT(int);highp float depthAttachmentReadEXT();highp float depthAttachmentReadEXT(int); Step #5: vec4 colorAttachmentReadEXT(attachmentEXT);vec4 colorAttachmentReadEXT(attachmentEXT, int);ivec4 colorAttachmentReadEXT(iattachmentEXT);ivec4 colorAttachmentReadEXT(iattachmentEXT, int);uvec4 colorAttachmentReadEXT(uattachmentEXT);uvec4 colorAttachmentReadEXT(uattachmentEXT, int); Step #5: float dFdxFine(float p);vec2 dFdxFine(vec2 p);vec3 dFdxFine(vec3 p);vec4 dFdxFine(vec4 p);float dFdyFine(float p);vec2 dFdyFine(vec2 p);vec3 dFdyFine(vec3 p);vec4 dFdyFine(vec4 p);float fwidthFine(float p);vec2 fwidthFine(vec2 p);vec3 fwidthFine(vec3 p);vec4 fwidthFine(vec4 p);float dFdxCoarse(float p);vec2 dFdxCoarse(vec2 p);vec3 dFdxCoarse(vec3 p);vec4 dFdxCoarse(vec4 p);float dFdyCoarse(float p);vec2 dFdyCoarse(vec2 p);vec3 dFdyCoarse(vec3 p);vec4 dFdyCoarse(vec4 p);float fwidthCoarse(float p);vec2 fwidthCoarse(vec2 p);vec3 fwidthCoarse(vec3 p);vec4 fwidthCoarse(vec4 p); Step #5: float interpolateAtCentroid(float);vec2 interpolateAtCentroid(vec2);vec3 interpolateAtCentroid(vec3);vec4 interpolateAtCentroid(vec4);float interpolateAtSample(float, int);vec2 interpolateAtSample(vec2, int);vec3 interpolateAtSample(vec3, int);vec4 interpolateAtSample(vec4, int);float interpolateAtOffset(float, vec2);vec2 interpolateAtOffset(vec2, vec2);vec3 interpolateAtOffset(vec3, vec2);vec4 interpolateAtOffset(vec4, vec2); Step #5: void beginInvocationInterlockARB(void);void endInvocationInterlockARB(void);bool helperInvocationEXT(); Step #5: float interpolateAtVertexAMD(float, uint);vec2 interpolateAtVertexAMD(vec2, uint);vec3 interpolateAtVertexAMD(vec3, uint);vec4 interpolateAtVertexAMD(vec4, uint);int interpolateAtVertexAMD(int, uint);ivec2 interpolateAtVertexAMD(ivec2, uint);ivec3 interpolateAtVertexAMD(ivec3, uint);ivec4 interpolateAtVertexAMD(ivec4, uint);uint interpolateAtVertexAMD(uint, uint);uvec2 interpolateAtVertexAMD(uvec2, uint);uvec3 interpolateAtVertexAMD(uvec3, uint);uvec4 interpolateAtVertexAMD(uvec4, uint);float16_t interpolateAtVertexAMD(float16_t, uint);f16vec2 interpolateAtVertexAMD(f16vec2, uint);f16vec3 interpolateAtVertexAMD(f16vec3, uint);f16vec4 interpolateAtVertexAMD(f16vec4, uint); Step #5: float16_t dFdx(float16_t);f16vec2 dFdx(f16vec2);f16vec3 dFdx(f16vec3);f16vec4 dFdx(f16vec4);float16_t dFdy(float16_t);f16vec2 dFdy(f16vec2);f16vec3 dFdy(f16vec3);f16vec4 dFdy(f16vec4);float16_t dFdxFine(float16_t);f16vec2 dFdxFine(f16vec2);f16vec3 dFdxFine(f16vec3);f16vec4 dFdxFine(f16vec4);float16_t dFdyFine(float16_t);f16vec2 dFdyFine(f16vec2);f16vec3 dFdyFine(f16vec3);f16vec4 dFdyFine(f16vec4);float16_t dFdxCoarse(float16_t);f16vec2 dFdxCoarse(f16vec2);f16vec3 dFdxCoarse(f16vec3);f16vec4 dFdxCoarse(f16vec4);float16_t dFdyCoarse(float16_t);f16vec2 dFdyCoarse(f16vec2);f16vec3 dFdyCoarse(f16vec3);f16vec4 dFdyCoarse(f16vec4);float16_t fwidth(float16_t);f16vec2 fwidth(f16vec2);f16vec3 fwidth(f16vec3);f16vec4 fwidth(f16vec4);float16_t fwidthFine(float16_t);f16vec2 fwidthFine(f16vec2);f16vec3 fwidthFine(f16vec3);f16vec4 fwidthFine(f16vec4);float16_t fwidthCoarse(float16_t);f16vec2 fwidthCoarse(f16vec2);f16vec3 fwidthCoarse(f16vec3);f16vec4 fwidthCoarse(f16vec4); Step #5: float16_t interpolateAtCentroid(float16_t);f16vec2 interpolateAtCentroid(f16vec2);f16vec3 interpolateAtCentroid(f16vec3);f16vec4 interpolateAtCentroid(f16vec4);float16_t interpolateAtSample(float16_t, int);f16vec2 interpolateAtSample(f16vec2, int);f16vec3 interpolateAtSample(f16vec3, int);f16vec4 interpolateAtSample(f16vec4, int);float16_t interpolateAtOffset(float16_t, f16vec2);f16vec2 interpolateAtOffset(f16vec2, f16vec2);f16vec3 interpolateAtOffset(f16vec3, f16vec2);f16vec4 interpolateAtOffset(f16vec4, f16vec2); Step #5: uint fragmentMaskFetchAMD(subpassInputMS);uint fragmentMaskFetchAMD(isubpassInputMS);uint fragmentMaskFetchAMD(usubpassInputMS);vec4 fragmentFetchAMD(subpassInputMS, uint);ivec4 fragmentFetchAMD(isubpassInputMS, uint);uvec4 fragmentFetchAMD(usubpassInputMS, uint); Step #5: vec4 gl_FragCoord;bool gl_FrontFacing;float gl_FragDepth;vec2 gl_PointCoord;out int gl_FragStencilRefARB;in float gl_ClipDistance[];flat in int gl_PrimitiveID;flat in int gl_SampleID; in vec2 gl_SamplePosition; out int gl_SampleMask[];uniform int gl_NumSamples;flat in int gl_SampleMaskIn[];flat in int gl_Layer;flat in int gl_ViewportIndex;in float gl_CullDistance[];bool gl_HelperInvocation;flat in ivec2 gl_FragSizeEXT;flat in int gl_FragInvocationCountEXT;in vec2 gl_BaryCoordNoPerspAMD;in vec2 gl_BaryCoordNoPerspCentroidAMD;in vec2 gl_BaryCoordNoPerspSampleAMD;in vec2 gl_BaryCoordSmoothAMD;in vec2 gl_BaryCoordSmoothCentroidAMD;in vec2 gl_BaryCoordSmoothSampleAMD;in vec3 gl_BaryCoordPullModelAMD;in bool gl_FragFullyCoveredNV;flat in ivec2 gl_FragmentSizeNV;flat in int gl_InvocationsPerPixelNV;in vec3 gl_BaryCoordNV;in vec3 gl_BaryCoordNoPerspNV;in vec3 gl_BaryCoordEXT;in vec3 gl_BaryCoordNoPerspEXT;flat in int gl_ShadingRateEXT; Step #5: vec2 textureQueryLod(sampler1D, float); Step #5: vec2 textureQueryLOD(sampler1D, float); Step #5: vec4 textureClampARB(sampler1D,float,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float); Step #5: vec4 texture(sampler1D,float,float); Step #5: vec4 textureClampARB(sampler1D,float,float,float); Step #5: vec4 textureOffset(sampler1D,float,int,float); Step #5: vec4 textureOffsetClampARB(sampler1D,float,int,float,float); Step #5: vec4 textureProj(sampler1D,vec2,float); Step #5: vec4 textureProj(sampler1D,vec4,float); Step #5: vec4 textureProjOffset(sampler1D,vec2,int,float); Step #5: vec4 textureProjOffset(sampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(isampler1D, float); Step #5: vec2 textureQueryLOD(isampler1D, float); Step #5: ivec4 textureClampARB(isampler1D,float,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float); Step #5: ivec4 texture(isampler1D,float,float); Step #5: ivec4 textureClampARB(isampler1D,float,float,float); Step #5: ivec4 textureOffset(isampler1D,float,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1D,float,int,float,float); Step #5: ivec4 textureProj(isampler1D,vec2,float); Step #5: ivec4 textureProj(isampler1D,vec4,float); Step #5: ivec4 textureProjOffset(isampler1D,vec2,int,float); Step #5: ivec4 textureProjOffset(isampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(usampler1D, float); Step #5: vec2 textureQueryLOD(usampler1D, float); Step #5: uvec4 textureClampARB(usampler1D,float,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float); Step #5: uvec4 texture(usampler1D,float,float); Step #5: uvec4 textureClampARB(usampler1D,float,float,float); Step #5: uvec4 textureOffset(usampler1D,float,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1D,float,int,float,float); Step #5: uvec4 textureProj(usampler1D,vec2,float); Step #5: uvec4 textureProj(usampler1D,vec4,float); Step #5: uvec4 textureProjOffset(usampler1D,vec2,int,float); Step #5: uvec4 textureProjOffset(usampler1D,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1D, float); Step #5: vec2 textureQueryLod(f16sampler1D, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1D, float); Step #5: vec2 textureQueryLOD(f16sampler1D, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 texture(f16sampler1D,float,float); Step #5: f16vec4 textureClampARB(f16sampler1D,float,float,float); Step #5: f16vec4 texture(f16sampler1D,float16_t,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1D,float16_t,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1D,float,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1D,float16_t,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1D,float16_t,int,float16_t,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec2,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec2,float16_t); Step #5: f16vec4 textureProj(f16sampler1D,vec4,float); Step #5: f16vec4 textureProj(f16sampler1D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec2,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec2,int,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler1D,vec4,int,float); Step #5: f16vec4 textureProjOffset(f16sampler1D,f16vec4,int,float16_t); Step #5: vec2 textureQueryLod(sampler2D, vec2); Step #5: vec2 textureQueryLOD(sampler2D, vec2); Step #5: vec4 textureClampARB(sampler2D,vec2,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4); Step #5: vec4 texture(sampler2D,vec2,float); Step #5: int sparseTextureARB(sampler2D,vec2,out vec4,float); Step #5: vec4 textureClampARB(sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(sampler2D,vec2,float,out vec4,float); Step #5: vec4 textureOffset(sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2D,vec2,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2D,vec2,ivec2,float,out vec4,float); Step #5: vec4 textureProj(sampler2D,vec3,float); Step #5: vec4 textureProj(sampler2D,vec4,float); Step #5: vec4 textureProjOffset(sampler2D,vec3,ivec2,float); Step #5: vec4 textureProjOffset(sampler2D,vec4,ivec2,float); Step #5: vec4 textureGather(sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(sampler2D,vec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2D,vec2,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2D,vec2,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2D, vec2); Step #5: vec2 textureQueryLOD(isampler2D, vec2); Step #5: ivec4 textureClampARB(isampler2D,vec2,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2D,vec2,float); Step #5: int sparseTextureARB(isampler2D,vec2,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(isampler2D,vec2,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2D,vec2,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2D,vec2,ivec2,float,out ivec4,float); Step #5: ivec4 textureProj(isampler2D,vec3,float); Step #5: ivec4 textureProj(isampler2D,vec4,float); Step #5: ivec4 textureProjOffset(isampler2D,vec3,ivec2,float); Step #5: ivec4 textureProjOffset(isampler2D,vec4,ivec2,float); Step #5: ivec4 textureGather(isampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(isampler2D,vec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2D,vec2,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2D,vec2,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2D, vec2); Step #5: vec2 textureQueryLOD(usampler2D, vec2); Step #5: uvec4 textureClampARB(usampler2D,vec2,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2D,vec2,float); Step #5: int sparseTextureARB(usampler2D,vec2,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(usampler2D,vec2,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2D,vec2,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2D,vec2,ivec2,float,out uvec4,float); Step #5: uvec4 textureProj(usampler2D,vec3,float); Step #5: uvec4 textureProj(usampler2D,vec4,float); Step #5: uvec4 textureProjOffset(usampler2D,vec3,ivec2,float); Step #5: uvec4 textureProjOffset(usampler2D,vec4,ivec2,float); Step #5: uvec4 textureGather(usampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(usampler2D,vec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2D,vec2,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2D,vec2,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2D, vec2); Step #5: vec2 textureQueryLod(f16sampler2D, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, vec2); Step #5: vec2 textureQueryLOD(f16sampler2D, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2D,vec2,float); Step #5: int sparseTextureARB(f16sampler2D,vec2,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2D,vec2,float,float); Step #5: int sparseTextureClampARB(f16sampler2D,vec2,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2D,f16vec2,float16_t); Step #5: int sparseTextureARB(f16sampler2D,f16vec2,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2D,f16vec2,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2D,f16vec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2D,vec2,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,vec2,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,vec2,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2D,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2D,f16vec2,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec3,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec3,float16_t); Step #5: f16vec4 textureProj(f16sampler2D,vec4,float); Step #5: f16vec4 textureProj(f16sampler2D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec3,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec3,ivec2,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler2D,vec4,ivec2,float); Step #5: f16vec4 textureProjOffset(f16sampler2D,f16vec4,ivec2,float16_t); Step #5: f16vec4 textureGather(f16sampler2D,vec2,int,float); Step #5: int sparseTextureGatherARB(f16sampler2D,vec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2D,vec2,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,vec2,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,vec2,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,vec2,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2D,f16vec2,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2D,f16vec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2D,f16vec2,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2D,f16vec2,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2D,f16vec2,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2D,f16vec2,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(sampler3D, vec3); Step #5: vec2 textureQueryLOD(sampler3D, vec3); Step #5: vec4 textureClampARB(sampler3D,vec3,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4); Step #5: vec4 texture(sampler3D,vec3,float); Step #5: int sparseTextureARB(sampler3D,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(sampler3D,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(sampler3D,vec3,ivec3,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(sampler3D,vec3,ivec3,float,out vec4,float); Step #5: vec4 textureProj(sampler3D,vec4,float); Step #5: vec4 textureProjOffset(sampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(isampler3D, vec3); Step #5: vec2 textureQueryLOD(isampler3D, vec3); Step #5: ivec4 textureClampARB(isampler3D,vec3,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4); Step #5: ivec4 texture(isampler3D,vec3,float); Step #5: int sparseTextureARB(isampler3D,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(isampler3D,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(isampler3D,vec3,ivec3,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(isampler3D,vec3,ivec3,float,out ivec4,float); Step #5: ivec4 textureProj(isampler3D,vec4,float); Step #5: ivec4 textureProjOffset(isampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(usampler3D, vec3); Step #5: vec2 textureQueryLOD(usampler3D, vec3); Step #5: uvec4 textureClampARB(usampler3D,vec3,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4); Step #5: uvec4 texture(usampler3D,vec3,float); Step #5: int sparseTextureARB(usampler3D,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(usampler3D,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(usampler3D,vec3,ivec3,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(usampler3D,vec3,ivec3,float,out uvec4,float); Step #5: uvec4 textureProj(usampler3D,vec4,float); Step #5: uvec4 textureProjOffset(usampler3D,vec4,ivec3,float); Step #5: vec2 textureQueryLod(f16sampler3D, vec3); Step #5: vec2 textureQueryLod(f16sampler3D, f16vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, vec3); Step #5: vec2 textureQueryLOD(f16sampler3D, f16vec3); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler3D,vec3,float); Step #5: int sparseTextureARB(f16sampler3D,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler3D,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler3D,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler3D,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler3D,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler3D,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler3D,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler3D,vec3,ivec3,float); Step #5: int sparseTextureOffsetARB(f16sampler3D,vec3,ivec3,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,vec3,ivec3,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,vec3,ivec3,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler3D,f16vec3,ivec3,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler3D,f16vec3,ivec3,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler3D,f16vec3,ivec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureProj(f16sampler3D,vec4,float); Step #5: f16vec4 textureProj(f16sampler3D,f16vec4,float16_t); Step #5: f16vec4 textureProjOffset(f16sampler3D,vec4,ivec3,float); Step #5: f16vec4 textureProjOffset(f16sampler3D,f16vec4,ivec3,float16_t); Step #5: vec2 textureQueryLod(samplerCube, vec3); Step #5: vec2 textureQueryLOD(samplerCube, vec3); Step #5: vec4 textureClampARB(samplerCube,vec3,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4); Step #5: vec4 texture(samplerCube,vec3,float); Step #5: int sparseTextureARB(samplerCube,vec3,out vec4,float); Step #5: vec4 textureClampARB(samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(samplerCube,vec3,float,out vec4,float); Step #5: vec4 textureGather(samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(samplerCube,vec3,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCube, vec3); Step #5: vec2 textureQueryLOD(isamplerCube, vec3); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4); Step #5: ivec4 texture(isamplerCube,vec3,float); Step #5: int sparseTextureARB(isamplerCube,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(isamplerCube,vec3,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(isamplerCube,vec3,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCube, vec3); Step #5: vec2 textureQueryLOD(usamplerCube, vec3); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4); Step #5: uvec4 texture(usamplerCube,vec3,float); Step #5: int sparseTextureARB(usamplerCube,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(usamplerCube,vec3,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(usamplerCube,vec3,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCube, vec3); Step #5: vec2 textureQueryLod(f16samplerCube, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, vec3); Step #5: vec2 textureQueryLOD(f16samplerCube, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCube,vec3,float); Step #5: int sparseTextureARB(f16samplerCube,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCube,vec3,float,float); Step #5: int sparseTextureClampARB(f16samplerCube,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCube,f16vec3,float16_t); Step #5: int sparseTextureARB(f16samplerCube,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCube,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCube,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCube,vec3,int,float); Step #5: int sparseTextureGatherARB(f16samplerCube,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCube,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCube,f16vec3,out f16vec4 ,int,float16_t); Step #5: vec4 textureClampARB(sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(sampler2DRect,vec2,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRect,vec2,ivec2,float,out vec4); Step #5: ivec4 textureClampARB(isampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(isampler2DRect,vec2,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DRect,vec2,ivec2,float,out ivec4); Step #5: uvec4 textureClampARB(usampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(usampler2DRect,vec2,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DRect,vec2,ivec2,float,out uvec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,vec2,float); Step #5: int sparseTextureClampARB(f16sampler2DRect,vec2,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DRect,f16vec2,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRect,f16vec2,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,vec2,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRect,f16vec2,ivec2,float16_t,out f16vec4); Step #5: vec4 subpassLoad(subpassInput); Step #5: ivec4 subpassLoad(isubpassInput); Step #5: uvec4 subpassLoad(usubpassInput); Step #5: f16vec4 subpassLoad(f16subpassInput); Step #5: vec2 textureQueryLod(sampler1DArray, float); Step #5: vec2 textureQueryLOD(sampler1DArray, float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float); Step #5: vec4 texture(sampler1DArray,vec2,float); Step #5: vec4 textureClampARB(sampler1DArray,vec2,float,float); Step #5: vec4 textureOffset(sampler1DArray,vec2,int,float); Step #5: vec4 textureOffsetClampARB(sampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(isampler1DArray, float); Step #5: vec2 textureQueryLOD(isampler1DArray, float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float); Step #5: ivec4 texture(isampler1DArray,vec2,float); Step #5: ivec4 textureClampARB(isampler1DArray,vec2,float,float); Step #5: ivec4 textureOffset(isampler1DArray,vec2,int,float); Step #5: ivec4 textureOffsetClampARB(isampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(usampler1DArray, float); Step #5: vec2 textureQueryLOD(usampler1DArray, float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float); Step #5: uvec4 texture(usampler1DArray,vec2,float); Step #5: uvec4 textureClampARB(usampler1DArray,vec2,float,float); Step #5: uvec4 textureOffset(usampler1DArray,vec2,int,float); Step #5: uvec4 textureOffsetClampARB(usampler1DArray,vec2,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float); Step #5: vec2 textureQueryLod(f16sampler1DArray, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float); Step #5: vec2 textureQueryLOD(f16sampler1DArray, float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 texture(f16sampler1DArray,vec2,float); Step #5: f16vec4 textureClampARB(f16sampler1DArray,vec2,float,float); Step #5: f16vec4 texture(f16sampler1DArray,f16vec2,float16_t); Step #5: f16vec4 textureClampARB(f16sampler1DArray,f16vec2,float16_t,float16_t); Step #5: f16vec4 textureOffset(f16sampler1DArray,vec2,int,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,vec2,int,float,float); Step #5: f16vec4 textureOffset(f16sampler1DArray,f16vec2,int,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler1DArray,f16vec2,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(sampler2DArray, vec2); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4); Step #5: vec4 texture(sampler2DArray,vec3,float); Step #5: int sparseTextureARB(sampler2DArray,vec3,out vec4,float); Step #5: vec4 textureClampARB(sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DArray,vec3,float,out vec4,float); Step #5: vec4 textureOffset(sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DArray,vec3,ivec2,out vec4,float); Step #5: vec4 textureOffsetClampARB(sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArray,vec3,ivec2,float,out vec4,float); Step #5: vec4 textureGather(sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(sampler2DArray,vec3,out vec4 ,int,float); Step #5: vec4 textureGatherOffset(sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(sampler2DArray,vec3,ivec2,out vec4 ,int,float); Step #5: vec4 textureGatherOffsets(sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(sampler2DArray,vec3,ivec2[4],out vec4 ,int,float); Step #5: vec2 textureQueryLod(isampler2DArray, vec2); Step #5: vec2 textureQueryLOD(isampler2DArray, vec2); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4); Step #5: ivec4 texture(isampler2DArray,vec3,float); Step #5: int sparseTextureARB(isampler2DArray,vec3,out ivec4,float); Step #5: ivec4 textureClampARB(isampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(isampler2DArray,vec3,float,out ivec4,float); Step #5: ivec4 textureOffset(isampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(isampler2DArray,vec3,ivec2,out ivec4,float); Step #5: ivec4 textureOffsetClampARB(isampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(isampler2DArray,vec3,ivec2,float,out ivec4,float); Step #5: ivec4 textureGather(isampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(isampler2DArray,vec3,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffset(isampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(isampler2DArray,vec3,ivec2,out ivec4 ,int,float); Step #5: ivec4 textureGatherOffsets(isampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(isampler2DArray,vec3,ivec2[4],out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usampler2DArray, vec2); Step #5: vec2 textureQueryLOD(usampler2DArray, vec2); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4); Step #5: uvec4 texture(usampler2DArray,vec3,float); Step #5: int sparseTextureARB(usampler2DArray,vec3,out uvec4,float); Step #5: uvec4 textureClampARB(usampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(usampler2DArray,vec3,float,out uvec4,float); Step #5: uvec4 textureOffset(usampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(usampler2DArray,vec3,ivec2,out uvec4,float); Step #5: uvec4 textureOffsetClampARB(usampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(usampler2DArray,vec3,ivec2,float,out uvec4,float); Step #5: uvec4 textureGather(usampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(usampler2DArray,vec3,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffset(usampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(usampler2DArray,vec3,ivec2,out uvec4 ,int,float); Step #5: uvec4 textureGatherOffsets(usampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(usampler2DArray,vec3,ivec2[4],out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArray, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArray, f16vec2); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4); Step #5: f16vec4 texture(f16sampler2DArray,vec3,float); Step #5: int sparseTextureARB(f16sampler2DArray,vec3,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16sampler2DArray,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DArray,vec3,float,out f16vec4,float); Step #5: f16vec4 texture(f16sampler2DArray,f16vec3,float16_t); Step #5: int sparseTextureARB(f16sampler2DArray,f16vec3,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16sampler2DArray,f16vec3,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArray,f16vec3,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureOffset(f16sampler2DArray,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4,float); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,vec3,ivec2,float,out f16vec4,float); Step #5: f16vec4 textureOffset(f16sampler2DArray,f16vec3,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4,float16_t); Step #5: f16vec4 textureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArray,f16vec3,ivec2,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16sampler2DArray,vec3,int,float); Step #5: int sparseTextureGatherARB(f16sampler2DArray,vec3,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,vec3,ivec2,int,float); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,vec3,ivec2,out f16vec4 ,int,float); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,vec3,ivec2[4],int,float); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,vec3,ivec2[4],out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16sampler2DArray,f16vec3,int,float16_t); Step #5: int sparseTextureGatherARB(f16sampler2DArray,f16vec3,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffset(f16sampler2DArray,f16vec3,ivec2,int,float16_t); Step #5: int sparseTextureGatherOffsetARB(f16sampler2DArray,f16vec3,ivec2,out f16vec4 ,int,float16_t); Step #5: f16vec4 textureGatherOffsets(f16sampler2DArray,f16vec3,ivec2[4],int,float16_t); Step #5: int sparseTextureGatherOffsetsARB(f16sampler2DArray,f16vec3,ivec2[4],out f16vec4 ,int,float16_t); Step #5: vec2 textureQueryLod(samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArray, vec3); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4); Step #5: vec4 texture(samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(samplerCubeArray,vec4,out vec4,float); Step #5: vec4 textureClampARB(samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArray,vec4,float,out vec4,float); Step #5: vec4 textureGather(samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(samplerCubeArray,vec4,out vec4 ,int,float); Step #5: vec2 textureQueryLod(isamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(isamplerCubeArray, vec3); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4); Step #5: ivec4 texture(isamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(isamplerCubeArray,vec4,out ivec4,float); Step #5: ivec4 textureClampARB(isamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(isamplerCubeArray,vec4,float,out ivec4,float); Step #5: ivec4 textureGather(isamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(isamplerCubeArray,vec4,out ivec4 ,int,float); Step #5: vec2 textureQueryLod(usamplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(usamplerCubeArray, vec3); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4); Step #5: uvec4 texture(usamplerCubeArray,vec4,float); Step #5: int sparseTextureARB(usamplerCubeArray,vec4,out uvec4,float); Step #5: uvec4 textureClampARB(usamplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(usamplerCubeArray,vec4,float,out uvec4,float); Step #5: uvec4 textureGather(usamplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(usamplerCubeArray,vec4,out uvec4 ,int,float); Step #5: vec2 textureQueryLod(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArray, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArray, f16vec3); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4); Step #5: f16vec4 texture(f16samplerCubeArray,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeArray,vec4,out f16vec4,float); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeArray,vec4,float,out f16vec4,float); Step #5: f16vec4 texture(f16samplerCubeArray,f16vec4,float16_t); Step #5: int sparseTextureARB(f16samplerCubeArray,f16vec4,out f16vec4,float16_t); Step #5: f16vec4 textureClampARB(f16samplerCubeArray,f16vec4,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArray,f16vec4,float16_t,out f16vec4,float16_t); Step #5: f16vec4 textureGather(f16samplerCubeArray,vec4,int,float); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,vec4,out f16vec4 ,int,float); Step #5: f16vec4 textureGather(f16samplerCubeArray,f16vec4,int,float16_t); Step #5: int sparseTextureGatherARB(f16samplerCubeArray,f16vec4,out f16vec4 ,int,float16_t); Step #5: vec4 subpassLoad(subpassInputMS, int); Step #5: ivec4 subpassLoad(isubpassInputMS, int); Step #5: uvec4 subpassLoad(usubpassInputMS, int); Step #5: f16vec4 subpassLoad(f16subpassInputMS, int); Step #5: vec2 textureQueryLod(sampler1DShadow, float); Step #5: vec2 textureQueryLOD(sampler1DShadow, float); Step #5: float textureClampARB(sampler1DShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float); Step #5: float texture(sampler1DShadow,vec3,float); Step #5: float textureClampARB(sampler1DShadow,vec3,float,float); Step #5: float textureOffset(sampler1DShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DShadow,vec3,int,float,float); Step #5: float textureProj(sampler1DShadow,vec4,float); Step #5: float textureProjOffset(sampler1DShadow,vec4,int,float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DShadow,f16vec2,float,int,float16_t,float16_t); Step #5: float16_t textureProj(f16sampler1DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler1DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler1DShadow,vec4,int,float); Step #5: float16_t textureProjOffset(f16sampler1DShadow,f16vec3,float,int,float16_t); Step #5: vec2 textureQueryLod(sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DShadow, vec2); Step #5: float textureClampARB(sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float); Step #5: float texture(sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(sampler2DShadow,vec3,out float,float); Step #5: float textureClampARB(sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(sampler2DShadow,vec3,float,out float,float); Step #5: float textureOffset(sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(sampler2DShadow,vec3,ivec2,out float,float); Step #5: float textureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(sampler2DShadow,vec3,ivec2,float,out float,float); Step #5: float textureProj(sampler2DShadow,vec4,float); Step #5: float textureProjOffset(sampler2DShadow,vec4,ivec2,float); Step #5: vec2 textureQueryLod(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: float16_t texture(f16sampler2DShadow,vec3,float); Step #5: int sparseTextureARB(f16sampler2DShadow,vec3,out float16_t,float); Step #5: float16_t textureClampARB(f16sampler2DShadow,vec3,float,float); Step #5: int sparseTextureClampARB(f16sampler2DShadow,vec3,float,out float16_t,float); Step #5: float16_t texture(f16sampler2DShadow,f16vec2,float,float16_t); Step #5: int sparseTextureARB(f16sampler2DShadow,f16vec2,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DShadow,f16vec2,float,float16_t,out float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler2DShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,vec3,ivec2,out float16_t,float); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,vec3,ivec2,float,out float16_t,float); Step #5: float16_t textureOffset(f16sampler2DShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetARB(f16sampler2DShadow,f16vec2,float,ivec2,out float16_t,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DShadow,f16vec2,float,ivec2,float16_t,out float16_t,float16_t); Step #5: float16_t textureProj(f16sampler2DShadow,vec4,float); Step #5: float16_t textureProj(f16sampler2DShadow,f16vec3,float,float16_t); Step #5: float16_t textureProjOffset(f16sampler2DShadow,vec4,ivec2,float); Step #5: float16_t textureProjOffset(f16sampler2DShadow,f16vec3,float,ivec2,float16_t); Step #5: vec2 textureQueryLod(samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeShadow, vec3); Step #5: float textureClampARB(samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float); Step #5: float texture(samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(samplerCubeShadow,vec4,out float,float); Step #5: float textureClampARB(samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeShadow,vec4,float,out float,float); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t texture(f16samplerCubeShadow,vec4,float); Step #5: int sparseTextureARB(f16samplerCubeShadow,vec4,out float16_t,float); Step #5: float16_t textureClampARB(f16samplerCubeShadow,vec4,float,float); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,vec4,float,out float16_t,float); Step #5: float16_t texture(f16samplerCubeShadow,f16vec3,float,float16_t); Step #5: int sparseTextureARB(f16samplerCubeShadow,f16vec3,float,out float16_t,float16_t); Step #5: float16_t textureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeShadow,f16vec3,float,float16_t,out float16_t,float16_t); Step #5: float textureClampARB(sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(sampler2DRectShadow,vec3,float,out float); Step #5: float textureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DRectShadow,vec3,ivec2,float,out float); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,vec3,float); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,vec3,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DRectShadow,f16vec2,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,vec3,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DRectShadow,f16vec2,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(sampler1DArrayShadow, float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float); Step #5: float texture(sampler1DArrayShadow,vec3,float); Step #5: float textureClampARB(sampler1DArrayShadow,vec3,float,float); Step #5: float textureOffset(sampler1DArrayShadow,vec3,int,float); Step #5: float textureOffsetClampARB(sampler1DArrayShadow,vec3,int,float,float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLod(f16sampler1DArrayShadow, float16_t); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float); Step #5: vec2 textureQueryLOD(f16sampler1DArrayShadow, float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t texture(f16sampler1DArrayShadow,vec3,float); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,vec3,float,float); Step #5: float16_t texture(f16sampler1DArrayShadow,f16vec2,float,float16_t); Step #5: float16_t textureClampARB(f16sampler1DArrayShadow,f16vec2,float,float16_t,float16_t); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,vec3,int,float); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,vec3,int,float,float); Step #5: float16_t textureOffset(f16sampler1DArrayShadow,f16vec2,float,int,float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler1DArrayShadow,f16vec2,float,int,float16_t,float16_t); Step #5: vec2 textureQueryLod(sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(sampler2DArrayShadow, vec2); Step #5: float textureClampARB(sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(sampler2DArrayShadow,vec4,float,out float); Step #5: float textureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(sampler2DArrayShadow,vec4,ivec2,float,out float); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLod(f16sampler2DArrayShadow, f16vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, vec2); Step #5: vec2 textureQueryLOD(f16sampler2DArrayShadow, f16vec2); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,vec4,float); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,vec4,float,out float16_t); Step #5: float16_t textureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t); Step #5: int sparseTextureClampARB(f16sampler2DArrayShadow,f16vec3,float,float16_t,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,vec4,ivec2,float,out float16_t); Step #5: float16_t textureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t); Step #5: int sparseTextureOffsetClampARB(f16sampler2DArrayShadow,f16vec3,float,ivec2,float16_t,out float16_t); Step #5: vec2 textureQueryLod(samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(samplerCubeArrayShadow, vec3); Step #5: float textureClampARB(samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClampARB(samplerCubeArrayShadow,vec4,float,float,out float); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLod(f16samplerCubeArrayShadow, f16vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, vec3); Step #5: vec2 textureQueryLOD(f16samplerCubeArrayShadow, f16vec3); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,vec4,float,float); Step #5: int sparseTextureClamp#64 pulse cov: 5 ft: 5 exec/s: 32 rss: 66Mb Step #5: #113 DONE cov: 5 ft: 5 exec/s: 37 rss: 90Mb Step #5: ARB(f16samplerCubeArrayShadow,vec4,float,float,out float16_t); Step #5: float16_t textureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t); Step #5: int sparseTextureClampARB(f16samplerCubeArrayShadow,f16vec4,float,float16_t,out float16_t); Step #5: flat in highp int gl_DeviceIndex;flat in highp int gl_ViewIndex; Step #5: flat in highp uint gl_ViewID_OVR; Step #5: uniform uint gl_SubGroupSizeARB;flat in uint gl_SubGroupInvocationARB;flat in uint64_t gl_SubGroupEqMaskARB;flat in uint64_t gl_SubGroupGeMaskARB;flat in uint64_t gl_SubGroupGtMaskARB;flat in uint64_t gl_SubGroupLeMaskARB;flat in uint64_t gl_SubGroupLtMaskARB; Step #5: flat in mediump uint gl_SubgroupSize;flat in mediump uint gl_SubgroupInvocationID;flat in highp uvec4 gl_SubgroupEqMask;flat in highp uvec4 gl_SubgroupGeMask;flat in highp uvec4 gl_SubgroupGtMask;flat in highp uvec4 gl_SubgroupLeMask;flat in highp uvec4 gl_SubgroupLtMask;flat in highp uint gl_WarpsPerSMNV;flat in highp uint gl_SMCountNV;flat in highp uint gl_WarpIDNV;flat in highp uint gl_SMIDNV;flat in highp uint gl_CoreIDARM;flat in highp uint gl_CoreCountARM;flat in highp uint gl_CoreMaxIDARM;flat in highp uint gl_WarpIDARM;flat in highp uint gl_WarpMaxIDARM; Step #5: const highp int gl_ShadingRateFlag2VerticalPixelsEXT = 1; Step #5: const highp int gl_ShadingRateFlag4VerticalPixelsEXT = 2; Step #5: const highp int gl_ShadingRateFlag2HorizontalPixelsEXT = 4; Step #5: const highp int gl_ShadingRateFlag4HorizontalPixelsEXT = 8; Step #5: Step #5: MERGE-OUTER: successful in 3 attempt(s) Step #5: MERGE-OUTER: the control file has 135135 bytes Step #5: MERGE-OUTER: consumed 0Mb (29Mb rss) to parse the control file Step #5: MERGE-OUTER: 1 new files with 5 new features added; 5 new coverage edges Step #5: Coverage error, creating log file: /workspace/out/libfuzzer-coverage-x86_64/fuzzer_stats/compile_fuzzer_error.log Step #5: [2025-12-12 06:19:05,684 INFO] Finding shared libraries for targets (if any). Step #5: [2025-12-12 06:19:05,694 INFO] Finished finding shared libraries for targets. Step #5: warning: 2 functions have mismatched data Step #5: warning: 2 functions have mismatched data Step #5: [2025-12-12 06:19:06,148 INFO] Finding shared libraries for targets (if any). Step #5: [2025-12-12 06:19:06,158 INFO] Finished finding shared libraries for targets. Step #5: warning: 2 functions have mismatched data Step #5: warning: 2 functions have mismatched data Step #5: [2025-12-12 06:19:06,466 DEBUG] Finished generating per-file code coverage summary. Step #5: [2025-12-12 06:19:06,466 DEBUG] Generating file view html index file as: "/workspace/out/libfuzzer-coverage-x86_64/report/linux/file_view_index.html". Step #5: [2025-12-12 06:19:06,477 DEBUG] Finished generating file view html index file. Step #5: [2025-12-12 06:19:06,477 DEBUG] Calculating per-directory coverage summary. Step #5: [2025-12-12 06:19:06,477 DEBUG] Finished calculating per-directory coverage summary. Step #5: [2025-12-12 06:19:06,477 DEBUG] Writing per-directory coverage html reports. Step #5: [2025-12-12 06:19:06,549 DEBUG] Finished writing per-directory coverage html reports. Step #5: [2025-12-12 06:19:06,549 DEBUG] Generating directory view html index file as: "/workspace/out/libfuzzer-coverage-x86_64/report/linux/directory_view_index.html". Step #5: [2025-12-12 06:19:06,549 DEBUG] Finished generating directory view html index file. Step #5: [2025-12-12 06:19:06,549 INFO] Index file for html report is generated as: "file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/index.html". Step #5: warning: 2 functions have mismatched data Step #5: warning: 2 functions have mismatched data Step #5: [2025-12-12 06:19:06,857 DEBUG] Finished generating per-file code coverage summary. Step #5: [2025-12-12 06:19:06,858 DEBUG] Generating file view html index file as: "/workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/file_view_index.html". Step #5: [2025-12-12 06:19:06,868 DEBUG] Finished generating file view html index file. Step #5: [2025-12-12 06:19:06,868 DEBUG] Calculating per-directory coverage summary. Step #5: [2025-12-12 06:19:06,868 DEBUG] Finished calculating per-directory coverage summary. Step #5: [2025-12-12 06:19:06,869 DEBUG] Writing per-directory coverage html reports. Step #5: [2025-12-12 06:19:06,945 DEBUG] Finished writing per-directory coverage html reports. Step #5: [2025-12-12 06:19:06,945 DEBUG] Generating directory view html index file as: "/workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/directory_view_index.html". Step #5: [2025-12-12 06:19:06,945 DEBUG] Finished generating directory view html index file. Step #5: [2025-12-12 06:19:06,945 INFO] Index file for html report is generated as: "file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/index.html". Finished Step #5 Starting Step #6 Step #6: Pulling image: gcr.io/cloud-builders/gsutil Step #6: Using default tag: latest Step #6: latest: Pulling from cloud-builders/gsutil Step #6: 63e5bc7682b8: Already exists Step #6: 5d2c6feef28e: Pulling fs layer Step #6: 2d5ee1cc1b5f: Pulling fs layer Step #6: e3602ea80335: Pulling fs layer Step #6: b052e962aefe: Pulling fs layer Step #6: 67fcf43fccaf: Pulling fs layer Step #6: 27ac79e7e60e: Pulling fs layer Step #6: 6770b3e2145a: Pulling fs layer Step #6: 6770b3e2145a: Waiting Step #6: 2d5ee1cc1b5f: Verifying Checksum Step #6: 2d5ee1cc1b5f: Download complete Step #6: 5d2c6feef28e: Download complete Step #6: 27ac79e7e60e: Verifying Checksum Step #6: 27ac79e7e60e: Download complete Step #6: b052e962aefe: Verifying Checksum Step #6: b052e962aefe: Download complete Step #6: 67fcf43fccaf: Verifying Checksum Step #6: 67fcf43fccaf: Download complete Step #6: 5d2c6feef28e: Pull complete Step #6: 6770b3e2145a: Verifying Checksum Step #6: 6770b3e2145a: Download complete Step #6: 2d5ee1cc1b5f: Pull complete Step #6: e3602ea80335: Verifying Checksum Step #6: e3602ea80335: Download complete Step #6: e3602ea80335: Pull complete Step #6: b052e962aefe: Pull complete Step #6: 67fcf43fccaf: Pull complete Step #6: 27ac79e7e60e: Pull complete Step #6: 6770b3e2145a: Pull complete Step #6: Digest: sha256:1733d15f3a62c40b132b024bcba75e1746e30771fb71027eadc7514ebc1114f0 Step #6: Status: Downloaded newer image for gcr.io/cloud-builders/gsutil:latest Step #6: gcr.io/cloud-builders/gsutil:latest Step #6: CommandException: 1 files/objects could not be removed. Finished Step #6 Starting Step #7 Step #7: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/control.js [Content-Type=text/javascript]... Step #7: / [0/71 files][ 0.0 B/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/style.css [Content-Type=text/css]... Step #7: / [0/71 files][ 0.0 B/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/directory_view_index.html [Content-Type=text/html]... Step #7: / [0/71 files][ 0.0 B/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/summary.json [Content-Type=application/json]... Step #7: / [0/71 files][ 2.3 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/index.html [Content-Type=text/html]... 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Step #7: / [1/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done / [2/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/report.html [Content-Type=text/html]... Step #7: / [2/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done / [3/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done / [4/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/report.html [Content-Type=text/html]... Step #7: / [4/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/GenericCodeGen/Link.cpp.html [Content-Type=text/html]... Step #7: / [4/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/GenericCodeGen/report.html [Content-Type=text/html]... Step #7: / [4/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/GenericCodeGen/CodeGen.cpp.html [Content-Type=text/html]... Step #7: / [4/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done / [5/71 files][ 30.8 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/ShaderLang.cpp.html [Content-Type=text/html]... Step #7: / [5/71 files][ 79.7 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/SpirvIntrinsics.cpp.html [Content-Type=text/html]... Step #7: / [5/71 files][ 79.7 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/RemoveTree.cpp.html [Content-Type=text/html]... 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Step #7: / [11/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/SymbolTable.cpp.html [Content-Type=text/html]... Step #7: / [11/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/Scan.cpp.html [Content-Type=text/html]... Step #7: / [11/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done / [12/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done / [13/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done / [14/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/ParseContextBase.cpp.html [Content-Type=text/html]... Step #7: / [14/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/preprocessor/report.html [Content-Type=text/html]... Step #7: / [15/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done / [15/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/propagateNoContraction.cpp.html [Content-Type=text/html]... Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/preprocessor/PpContext.h.html [Content-Type=text/html]... Step #7: / [15/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done / [15/71 files][ 1.4 MiB/ 19.1 MiB] 7% Done / [16/71 files][ 3.0 MiB/ 19.1 MiB] 15% Done / [17/71 files][ 3.2 MiB/ 19.1 MiB] 16% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/preprocessor/Pp.cpp.html [Content-Type=text/html]... Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/preprocessor/PpTokens.cpp.html [Content-Type=text/html]... Step #7: / [17/71 files][ 6.2 MiB/ 19.1 MiB] 32% Done / [17/71 files][ 6.2 MiB/ 19.1 MiB] 32% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/preprocessor/PpContext.cpp.html [Content-Type=text/html]... Step #7: / [17/71 files][ 6.2 MiB/ 19.1 MiB] 32% Done / [18/71 files][ 6.2 MiB/ 19.1 MiB] 32% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/preprocessor/PpScanner.cpp.html [Content-Type=text/html]... Step #7: / [18/71 files][ 6.2 MiB/ 19.1 MiB] 32% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/MachineIndependent/preprocessor/PpAtom.cpp.html [Content-Type=text/html]... Step #7: / [18/71 files][ 6.2 MiB/ 19.1 MiB] 32% Done / [19/71 files][ 6.2 MiB/ 19.1 MiB] 32% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/ResourceLimits/report.html [Content-Type=text/html]... Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/ResourceLimits/ResourceLimits.cpp.html [Content-Type=text/html]... Step #7: / [19/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done / [19/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done / [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/hlslScanContext.h.html [Content-Type=text/html]... Step #7: / [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/hlslTokenStream.h.html [Content-Type=text/html]... Step #7: / [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/hlslScanContext.cpp.html [Content-Type=text/html]... Step #7: - Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/hlslParseHelper.cpp.html [Content-Type=text/html]... Step #7: - [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done - [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/hlslParseables.h.html [Content-Type=text/html]... Step #7: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/hlslParseHelper.h.html [Content-Type=text/html]... Step #7: - [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done - [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/hlslAttributes.h.html [Content-Type=text/html]... Step #7: - [20/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report/linux/src/glslang/glslang/HLSL/report.html [Content-Type=text/html]... 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Finished Step #7 Starting Step #8 Step #8: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #8: CommandException: 1 files/objects could not be removed. Finished Step #8 Starting Step #9 Step #9: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #9: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/control.js [Content-Type=text/javascript]... Step #9: / [0/71 files][ 0.0 B/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/style.css [Content-Type=text/css]... Step #9: / [0/71 files][ 2.3 KiB/ 19.1 MiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/summary.json [Content-Type=application/json]... Step #9: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/directory_view_index.html [Content-Type=text/html]... 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Step #9: - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslParseHelper.cpp.html [Content-Type=text/html]... Step #9: - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslTokenStream.h.html [Content-Type=text/html]... Step #9: - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslParseHelper.h.html [Content-Type=text/html]... Step #9: - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslScanContext.cpp.html [Content-Type=text/html]... Step #9: - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/report.html [Content-Type=text/html]... Step #9: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslParseables.h.html [Content-Type=text/html]... Step #9: - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslAttributes.h.html [Content-Type=text/html]... Step #9: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslAttributes.cpp.html [Content-Type=text/html]... Step #9: - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done - [16/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done - [17/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslGrammar.cpp.html [Content-Type=text/html]... Step #9: - [17/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done - [18/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslParseables.cpp.html [Content-Type=text/html]... Step #9: - [18/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslGrammar.h.html [Content-Type=text/html]... Step #9: - [18/71 files][ 5.6 MiB/ 19.1 MiB] 29% Done - [19/71 files][ 5.9 MiB/ 19.1 MiB] 30% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslTokenStream.cpp.html [Content-Type=text/html]... Step #9: - [19/71 files][ 6.4 MiB/ 19.1 MiB] 33% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/Public/ShaderLang.h.html [Content-Type=text/html]... Step #9: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/Public/report.html [Content-Type=text/html]... Step #9: Copying file:///workspace/out/libfuzzer-coverage-x86_64/report_target/compile_fuzzer/linux/src/glslang/glslang/HLSL/hlslOpMap.cpp.html [Content-Type=text/html]... Step #9: - [19/71 files][ 7.1 MiB/ 19.1 MiB] 37% Done - [19/71 files][ 7.1 MiB/ 19.1 MiB] 37% Done - [19/71 files][ 7.3 MiB/ 19.1 MiB] 38% Done - [20/71 files][ 8.6 MiB/ 19.1 MiB] 45% Done - [21/71 files][ 8.8 MiB/ 19.1 MiB] 46% Done - [22/71 files][ 8.8 MiB/ 19.1 MiB] 46% Done - [23/71 files][ 8.9 MiB/ 19.1 MiB] 46% Done - [24/71 files][ 9.2 MiB/ 19.1 MiB] 48% Done - [25/71 files][ 9.4 MiB/ 19.1 MiB] 49% Done - [26/71 files][ 10.4 MiB/ 19.1 MiB] 54% Done - [27/71 files][ 12.2 MiB/ 19.1 MiB] 64% Done - [28/71 files][ 12.4 MiB/ 19.1 MiB] 64% Done - [29/71 files][ 12.6 MiB/ 19.1 MiB] 66% Done - [30/71 files][ 13.3 MiB/ 19.1 MiB] 69% Done - [31/71 files][ 13.5 MiB/ 19.1 MiB] 70% Done - [32/71 files][ 13.5 MiB/ 19.1 MiB] 70% Done - [33/71 files][ 13.5 MiB/ 19.1 MiB] 70% Done - [34/71 files][ 13.5 MiB/ 19.1 MiB] 70% Done - [35/71 files][ 13.8 MiB/ 19.1 MiB] 72% Done - [36/71 files][ 14.1 MiB/ 19.1 MiB] 73% Done - [37/71 files][ 14.1 MiB/ 19.1 MiB] 73% Done - [38/71 files][ 14.1 MiB/ 19.1 MiB] 73% Done - [39/71 files][ 14.1 MiB/ 19.1 MiB] 73% Done - [40/71 files][ 14.1 MiB/ 19.1 MiB] 73% Done - [41/71 files][ 14.1 MiB/ 19.1 MiB] 74% Done - [42/71 files][ 14.2 MiB/ 19.1 MiB] 74% Done - [43/71 files][ 14.3 MiB/ 19.1 MiB] 74% Done - [44/71 files][ 14.3 MiB/ 19.1 MiB] 74% Done - [45/71 files][ 14.6 MiB/ 19.1 MiB] 76% Done - [46/71 files][ 15.0 MiB/ 19.1 MiB] 78% Done - [47/71 files][ 15.0 MiB/ 19.1 MiB] 78% Done - [48/71 files][ 17.5 MiB/ 19.1 MiB] 91% Done - [49/71 files][ 17.5 MiB/ 19.1 MiB] 91% Done - [50/71 files][ 17.5 MiB/ 19.1 MiB] 91% Done - [51/71 files][ 17.5 MiB/ 19.1 MiB] 91% Done - [52/71 files][ 17.5 MiB/ 19.1 MiB] 91% Done - [53/71 files][ 17.6 MiB/ 19.1 MiB] 92% Done - [54/71 files][ 17.6 MiB/ 19.1 MiB] 92% Done - [55/71 files][ 18.4 MiB/ 19.1 MiB] 96% Done - [56/71 files][ 18.4 MiB/ 19.1 MiB] 96% Done - [57/71 files][ 18.4 MiB/ 19.1 MiB] 96% Done - [58/71 files][ 18.4 MiB/ 19.1 MiB] 96% Done - [59/71 files][ 18.6 MiB/ 19.1 MiB] 97% Done - [60/71 files][ 18.6 MiB/ 19.1 MiB] 97% Done \ \ [61/71 files][ 18.6 MiB/ 19.1 MiB] 97% Done \ [62/71 files][ 18.6 MiB/ 19.1 MiB] 97% Done \ [63/71 files][ 18.6 MiB/ 19.1 MiB] 97% Done \ [64/71 files][ 18.6 MiB/ 19.1 MiB] 97% Done \ [65/71 files][ 18.7 MiB/ 19.1 MiB] 97% Done \ [66/71 files][ 18.7 MiB/ 19.1 MiB] 97% Done \ [67/71 files][ 19.1 MiB/ 19.1 MiB] 99% Done \ [68/71 files][ 19.1 MiB/ 19.1 MiB] 99% Done \ [69/71 files][ 19.1 MiB/ 19.1 MiB] 99% Done \ [70/71 files][ 19.1 MiB/ 19.1 MiB] 99% Done \ [71/71 files][ 19.1 MiB/ 19.1 MiB] 100% Done Step #9: Operation completed over 71 objects/19.1 MiB. Finished Step #9 Starting Step #10 Step #10: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #10: CommandException: 1 files/objects could not be removed. Finished Step #10 Starting Step #11 Step #11: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #11: Copying file:///workspace/out/libfuzzer-coverage-x86_64/fuzzer_stats/compile_fuzzer.json [Content-Type=application/json]... Step #11: / [0/3 files][ 0.0 B/ 24.9 KiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/fuzzer_stats/coverage_targets.txt [Content-Type=text/plain]... Step #11: / [0/3 files][ 0.0 B/ 24.9 KiB] 0% Done Copying file:///workspace/out/libfuzzer-coverage-x86_64/fuzzer_stats/compile_fuzzer_error.log [Content-Type=application/octet-stream]... Step #11: / [0/3 files][ 0.0 B/ 24.9 KiB] 0% Done / [1/3 files][ 24.9 KiB/ 24.9 KiB] 99% Done / [2/3 files][ 24.9 KiB/ 24.9 KiB] 99% Done / [3/3 files][ 24.9 KiB/ 24.9 KiB] 100% Done Step #11: Operation completed over 3 objects/24.9 KiB. Finished Step #11 Starting Step #12 Step #12: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #12: CommandException: 1 files/objects could not be removed. Finished Step #12 Starting Step #13 Step #13: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #13: Copying file:///workspace/out/libfuzzer-coverage-x86_64/textcov_reports/compile_fuzzer.covreport [Content-Type=application/octet-stream]... Step #13: / [0/1 files][ 0.0 B/ 3.4 MiB] 0% Done / [1/1 files][ 3.4 MiB/ 3.4 MiB] 100% Done Step #13: Operation completed over 1 objects/3.4 MiB. Finished Step #13 Starting Step #14 Step #14: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #14: CommandException: 1 files/objects could not be removed. Finished Step #14 Starting Step #15 Step #15: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #15: Copying file:///workspace/out/libfuzzer-coverage-x86_64/logs/compile_fuzzer.log [Content-Type=application/octet-stream]... Step #15: / [0/1 files][ 0.0 B/ 10.4 MiB] 0% Done / [1/1 files][ 10.4 MiB/ 10.4 MiB] 100% Done Step #15: Operation completed over 1 objects/10.4 MiB. Finished Step #15 Starting Step #16 Step #16: Already have image (with digest): gcr.io/cloud-builders/gsutil Step #16: Copying file:///workspace/srcmap.json [Content-Type=application/json]... Step #16: / [0 files][ 0.0 B/ 155.0 B] / [1 files][ 155.0 B/ 155.0 B] Step #16: Operation completed over 1 objects/155.0 B. Finished Step #16 Starting Step #17 Step #17: Already have image (with digest): gcr.io/cloud-builders/curl Step #17: % Total % Received % Xferd Average Speed Time Time Time Current Step #17: Dload Upload Total Spent Left Speed Step #17: 0 0 0 0 0 0 0 0 --:--:-- --:--:-- --:--:-- 0 100 309 0 0 100 309 0 1457 --:--:-- --:--:-- --:--:-- 1464 Finished Step #17 PUSH DONE